ggml-cpu: optimize ggml_vec_dot_bf16 for Power9 (#18837)
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@ -654,6 +654,14 @@ static inline void __avx_f32cx8_store(ggml_fp16_t *x, __m256 y) {
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vec_extract(x[0], 2) + \
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vec_extract(x[0], 3); \
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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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vector float 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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@ -690,6 +698,29 @@ static inline unsigned char ggml_endian_byte(int i) {
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r[i - GGML_ENDIAN_BYTE(0)]), \
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0, p - GGML_F16_EPR)
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//BF16 POWER9
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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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#if defined(__LITTLE_ENDIAN__)
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#define GGML_BF16_TO_F32_LO(v) ((vector float) vec_mergel(GGML_BF16_VEC_ZERO, (v)))
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#define GGML_BF16_TO_F32_HI(v) ((vector float) vec_mergeh(GGML_BF16_VEC_ZERO, (v)))
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#else
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#define GGML_BF16_TO_F32_LO(v) ((vector float) vec_mergel((v), GGML_BF16_VEC_ZERO))
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#define GGML_BF16_TO_F32_HI(v) ((vector float) vec_mergeh((v), GGML_BF16_VEC_ZERO))
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#endif
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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(__wasm_simd128__)
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#define GGML_SIMD
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@ -237,6 +237,24 @@ void ggml_vec_dot_bf16(int n, float * GGML_RESTRICT s, size_t bs, ggml_bf16_t *
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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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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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for (; i < np; i += GGML_BF16_STEP) {
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GGML_BF16_VEC vx0 = GGML_BF16_VEC_LOAD(x + i);
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GGML_BF16_VEC vx1 = GGML_BF16_VEC_LOAD(x + i + 8);
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GGML_BF16_VEC vy0 = GGML_BF16_VEC_LOAD(y + i);
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GGML_BF16_VEC vy1 = GGML_BF16_VEC_LOAD(y + i + 8);
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GGML_BF16_FMA_LO(sum[0], vx0, vy0);
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GGML_BF16_FMA_HI(sum[1], vx0, vy0);
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GGML_BF16_FMA_LO(sum[2], vx1, vy1);
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GGML_BF16_FMA_HI(sum[3], vx1, vy1);
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}
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GGML_F32x4_REDUCE_4(sumf, sum[0], sum[1], sum[2], sum[3]);
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}
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#endif
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for (; i < n; ++i) {
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sumf += (ggml_float)(GGML_BF16_TO_FP32(x[i]) *
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GGML_BF16_TO_FP32(y[i]));
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