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csrc/quantization/marlin/sparse/common/base.h
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51
csrc/quantization/marlin/sparse/common/base.h
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/*
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* Copyright (C) 2024 Roberto Lopez Castro (roberto.lopez.castro@udc.es). All
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* Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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namespace marlin_24 {
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constexpr int ceildiv(int a, int b) { return (a + b - 1) / b; }
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// Instances of `Vec` are used to organize groups of >>registers<<, as needed
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// for instance as inputs to tensor core operations. Consequently, all
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// corresponding index accesses must be compile-time constants, which is why we
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// extensively use `#pragma unroll` throughout the kernel code to guarantee
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// this.
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template <typename T, int n>
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struct Vec {
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T elems[n];
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__device__ T& operator[](int i) { return elems[i]; }
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};
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template <int M_, int N_, int K_>
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struct ShapeBase {
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static constexpr int M = M_, N = N_, K = K_;
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};
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using I4 = Vec<int, 4>;
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// Matrix fragments for tensor core instructions; their precise layout is
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// documented here:
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// https://docs.nvidia.com/cuda/parallel-thread-execution/index.html#matrix-fragments-for-mma-m16n8k16-with-floating-point-type
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using FragA = Vec<half2, 4>;
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using FragB = Vec<half2, 2>;
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using FragM = Vec<uint, 1>;
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using FragC = Vec<float, 4>;
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using FragS = Vec<half2, 1>; // quantization scales
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} // namespace marlin_24
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