vulkan: Optimize binary ops (#10270)
Reuse the index calculations across all of src0/src1/dst. Add a shader variant for when src0/src1 are the same dimensions and additional modulus for src1 aren't needed. Div/mod are slow, so add "fast" div/mod that have a fast path when the calculation isn't needed or can be done more cheaply.
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@@ -3,6 +3,8 @@
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#include "types.comp"
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#include "generic_binary_head.comp"
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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void main() {
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const uint idx = gl_GlobalInvocationID.x;
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if (idx >= p.ne) {
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@@ -15,10 +17,13 @@ void main() {
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const uint oy = (src1_i - (oz * p.nb02)) / p.nb01;
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const uint ox = src1_i % p.nb01;
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uint i00, i01, i02, i03;
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get_indices(idx, i00, i01, i02, i03);
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if (ox < p.ne10 && oy < p.ne11 && oz < p.ne12) {
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data_d[p.d_offset + dst_idx(idx)] = D_TYPE(FLOAT_TYPE(data_a[src0_idx(idx)]) + FLOAT_TYPE(data_b[ox + oy * p.ne10 + oz * p.ne10 * p.ne11]));
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data_d[p.d_offset + dst_idx(i00, i01, i02, i03)] = D_TYPE(FLOAT_TYPE(data_a[src0_idx(i00, i01, i02, i03)]) + FLOAT_TYPE(data_b[ox + oy * p.ne10 + oz * p.ne10 * p.ne11]));
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} else {
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data_d[p.d_offset + dst_idx(idx)] = D_TYPE(FLOAT_TYPE(data_a[src0_idx(idx)]));
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data_d[p.d_offset + dst_idx(i00, i01, i02, i03)] = D_TYPE(FLOAT_TYPE(data_a[src0_idx(i00, i01, i02, i03)]));
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}
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}
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