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https://github.com/ggml-org/llama.cpp.git
synced 2025-11-06 09:46:50 +00:00
vulkan : implement bilinear interpolation (ggml/1291)
ggml-ci
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@@ -3,6 +3,7 @@
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layout (push_constant) uniform parameter
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{
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uint ne; uint a_offset; uint d_offset;
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uint ne00; uint ne01;
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uint nb00; uint nb01; uint nb02; uint nb03;
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uint ne10; uint ne11; uint ne12; uint ne13;
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float sf0; float sf1; float sf2; float sf3;
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@@ -15,6 +16,61 @@ layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_d[];};
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// from ggml.h: enum ggml_scale_mode, enum ggml_scale_flag
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#define NEAREST 0
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#define BILINEAR 1
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#define ALIGN_CORNERS (1 << 8)
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layout (constant_id = 0) const uint scale_mode = 0;
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float fetch_nearest(uint i10, uint i11, uint i12, uint i13) {
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const uint i00 = uint(i10 / p.sf0);
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const uint i01 = uint(i11 / p.sf1);
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const uint i02 = uint(i12 / p.sf2);
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const uint i03 = uint(i13 / p.sf3);
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return data_a[p.a_offset + i03 * p.nb03 + i02 * p.nb02 + i01 * p.nb01 + i00 * p.nb00];
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}
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float fetch_bilinear(ivec2 c0, ivec2 c1, vec2 d, uint i12, uint i13) {
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const uint i02 = uint(i12 / p.sf2);
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const uint i03 = uint(i13 / p.sf3);
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const uint base = p.a_offset + i03 * p.nb03 + i02 * p.nb02;
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const float v00 = data_a[base + c0.y * p.nb01 + c0.x * p.nb00];
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const float v01 = data_a[base + c0.y * p.nb01 + c1.x * p.nb00];
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const float v10 = data_a[base + c1.y * p.nb01 + c0.x * p.nb00];
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const float v11 = data_a[base + c1.y * p.nb01 + c1.x * p.nb00];
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return
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v00 * (1.0-d.x) * (1.0-d.y) +
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v01 * d.x * (1.0-d.y) +
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v10 * (1.0-d.x) * d.y +
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v11 * d.x * d.y;
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}
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float interpolate_bilinear(uint i10, uint i11, uint i12, uint i13) {
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const ivec2 ne0 = ivec2(p.ne00, p.ne01);
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const vec2 c = (vec2(i10, i11) + 0.5) / vec2(p.sf0, p.sf1) - 0.5;
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const vec2 c0f = floor(c);
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const vec2 d = c - c0f;
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const ivec2 c0 = max(ivec2(c0f), 0);
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const ivec2 c1 = min(ivec2(c0f + 1), ne0 - 1);
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return fetch_bilinear(c0, c1, d, i12, i13);
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}
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float interpolate_bilinear_align_corners(uint i10, uint i11, uint i12, uint i13) {
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const vec2 c = vec2(i10, i11) / vec2(p.sf0, p.sf1);
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const vec2 c0f = floor(c);
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const vec2 d = c - c0f;
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const ivec2 c0 = ivec2(c0f);
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const ivec2 c1 = c0 + 1;
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return fetch_bilinear(c0, c1, d, i12, i13);
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}
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void main() {
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const uint idx = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x;
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@@ -27,10 +83,18 @@ void main() {
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const uint i12 = (idx / (p.ne10 * p.ne11)) % p.ne12;
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const uint i13 = (idx / (p.ne10 * p.ne11 * p.ne12)) % p.ne13;
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const uint i00 = uint(i10 / p.sf0);
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const uint i01 = uint(i11 / p.sf1);
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const uint i02 = uint(i12 / p.sf2);
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const uint i03 = uint(i13 / p.sf3);
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float result;
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switch (scale_mode) {
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case NEAREST:
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result = fetch_nearest(i10, i11, i12, i13);
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break;
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case BILINEAR:
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result = interpolate_bilinear(i10, i11, i12, i13);
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break;
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case BILINEAR | ALIGN_CORNERS:
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result = interpolate_bilinear_align_corners(i10, i11, i12, i13);
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break;
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}
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data_d[p.d_offset + idx] = D_TYPE(data_a[p.a_offset + i03 * p.nb03 + i02 * p.nb02 + i01 * p.nb01 + i00 * p.nb00]);
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data_d[p.d_offset + idx] = D_TYPE(result);
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}
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