Merge b4bc24e58b into 25224c8021
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8a17adf418
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@ -1160,6 +1160,14 @@ static inline void __lsx_f16x4_store(ggml_fp16_t * x, __m128 y) {
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float32x4_t tmp = x[0] + vec_reve(x[0]); \
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res = tmp[0] + tmp[1]; \
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}
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#define GGML_F32x4_REDUCE_4(res, s0, s1, s2, s3) \
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{ \
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float32x4_t v = vec_add(vec_add(s0, s1), \
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vec_add(s2, s3)); \
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v = vec_add(v, vec_sld(v, v, 8)); \
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v = vec_add(v, vec_sld(v, v, 4)); \
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res += (ggml_float)vec_extract(v, 0); \
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}
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#define GGML_F32_VEC GGML_F32x4
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#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
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@ -1209,6 +1217,24 @@ static inline void __lzs_f16cx4_store(ggml_fp16_t * x, float32x4_t v_y) {
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#define GGML_F16_VEC_MUL GGML_F32x4_MUL
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#define GGML_F16_VEC_REDUCE GGML_F32x4_REDUCE
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// BF16 s390x
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#define GGML_BF16_STEP 16
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#define GGML_BF16_EPR 8
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#define GGML_BF16x8 __vector unsigned short
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#define GGML_BF16x8_ZERO vec_splats((unsigned short)0)
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#define GGML_BF16x8_LOAD(p) vec_xl(0, (const unsigned short *)(p))
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#define GGML_BF16_VEC GGML_BF16x8
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#define GGML_BF16_VEC_ZERO GGML_BF16x8_ZERO
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#define GGML_BF16_VEC_LOAD GGML_BF16x8_LOAD
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#define GGML_BF16_TO_F32_LO(v) ((float32x4_t) vec_mergel((v), GGML_BF16_VEC_ZERO))
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#define GGML_BF16_TO_F32_HI(v) ((float32x4_t) vec_mergeh((v), GGML_BF16_VEC_ZERO))
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#define GGML_BF16_FMA_LO(acc, x, y) \
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(acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_LO(x), GGML_BF16_TO_F32_LO(y))
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#define GGML_BF16_FMA_HI(acc, x, y) \
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(acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_HI(x), GGML_BF16_TO_F32_HI(y))
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#elif defined(__riscv_v_intrinsic)
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// compatible with vlen >= 128
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@ -236,8 +236,7 @@ void ggml_vec_dot_bf16(int n, float * GGML_RESTRICT s, size_t bs, ggml_bf16_t *
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vfloat32m1_t redsum = __riscv_vfredusum_vs_f32m4_f32m1(vsum0, __riscv_vfmv_v_f_f32m1(0.0f, 1), vl);
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sumf += __riscv_vfmv_f_s_f32m1_f32(redsum);
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#endif
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#if defined(__POWER9_VECTOR__)
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#elif defined(__POWER9_VECTOR__) || defined(__VXE__) || defined(__VXE2__)
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const int np = (n & ~(GGML_BF16_STEP - 1));
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if (np > 0) {
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GGML_F32_VEC sum[4] = {GGML_F32_VEC_ZERO};
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