/ vulkan-shaders / rope_norm.comp
rope_norm.comp
1 #version 450 2 3 #include "rope_head.comp" 4 5 void main() { 6 const uint col = gl_GlobalInvocationID.y * 2; 7 const uint row = gl_GlobalInvocationID.x; 8 9 if (col >= p.ncols) { 10 return; 11 } 12 13 if (col >= p.n_dims) { 14 const uint i = row*p.ncols + col; 15 16 data_d[i + 0] = data_a[i + 0]; 17 data_d[i + 1] = data_a[i + 1]; 18 19 return; 20 } 21 22 const uint i = row*p.ncols + col; 23 const uint i2 = row/p.p_delta_rows; 24 25 const float theta_base = data_pos[i2] * pow(p.theta_scale, col/2.0f); 26 27 const float freq_factor = p.has_ff != 0 ? data_ff[col/2] : 1.0f; 28 29 float cos_theta, sin_theta; 30 rope_yarn(theta_base / freq_factor, col, cos_theta, sin_theta); 31 32 const float x0 = float(data_a[i + 0]); 33 const float x1 = float(data_a[i + 1]); 34 35 data_d[i + 0] = D_TYPE(x0*cos_theta - x1*sin_theta); 36 data_d[i + 1] = D_TYPE(x0*sin_theta + x1*cos_theta); 37 }