/*************************************************************************************************** * Copyright (c) 2017-2018, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are permitted * provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, this list of * conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * Neither the name of the NVIDIA CORPORATION nor the names of its contributors may be used * to endorse or promote products derived from this software without specific prior written * permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, * STRICT LIABILITY, OR TOR (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * **************************************************************************************************/ /*! \file \brief Implements tile iterators to partition the thread block tile into 2D subtiles and efficiently load each. Applies permute transformation to construct 'interleaved K-strided' data layout in which 4-element dot products from the same K index are arranged in consecutive locations within shared memory. Supports efficient loads from shared memory to target the DP4A instruction. */ #pragma once #include #include #include namespace cutlass { namespace gemm { //////////////////////////////////////////////////////////////////////////////////////////////////// template struct IgemmGlobalTileTraits : public GemmGlobalTileTraits< // Which GEMM operand? kOperand_, // The layout. kLayout_, // The scalar. Scalar_, // The tile. Tile_, // The threads. Threads_, // The number of scalars per LDG/STG. kAccessSize_> { /// The base class. typedef GemmGlobalTileTraits Base; /// The threads. typedef typename Base::Threads Threads; /// The strides in each dimension between different loads/stores. typedef Shape Delta; /// The number of iterations needed to load/store the tile. typedef Shape Iterations; /// Computes the thread offset in (H, W) based on thread ID struct ThreadOffset { CUTLASS_HOST_DEVICE Coord<4> operator()() const { int thread_offset_h = threadIdx.x / Threads::kW * ThreadsDelta::kH; int thread_offset_w = threadIdx.x % Threads::kW * ThreadsDelta::kW; return make_Coord(0, thread_offset_h, thread_offset_w, 0); } }; public: /// The threads strides. typedef Shape<1, 4, Base::Tile::kC> ThreadsDelta; }; //////////////////////////////////////////////////////////////////////////////////////////////////// /// Deprecated. Please use IgemmGlobalTileTraits instead. template struct IgemmContiguousGlobalTileTraits : public IgemmGlobalTileTraits {}; //////////////////////////////////////////////////////////////////////////////////////////////////// template struct IgemmGlobalIteratorAb : public GemmGlobalIteratorAb { /// The base class. typedef GemmGlobalIteratorAb Base; /// The functor to compute the thread offset. typedef typename TileTraits_::ThreadOffset ThreadOffset; /// Constructor. CUTLASS_DEVICE IgemmGlobalIteratorAb(typename Base::Params const& _params, const Coord<3>& bounds, const Coord<3>& block, ThreadOffset thread_offset_func = ThreadOffset()) : Base(_params, bounds, block, thread_offset_func), in_residue_(false), mask_(0xffffffff) { // The number of elements read in a single iteration. int const kBlock = TileTraits_::Tile::kW * TileTraits_::kAccessSize; // The residue. int const kResidue = (int)(bounds[1] % kBlock); // Compute the number of elements that are valid. int const left = kResidue - Base::thread_offset[2]; if (left > 0 && left < 4) { mask_ = (1u << (8 * left)) - 1u; } } /// The accessor. CUTLASS_DEVICE void get(typename Base::AccessType& value, int d, int h, int w, int c) const { Base::get(value, d, h, w, c); if (in_residue_) { reinterpret_cast(value) &= mask_; } } /// Move to residue portion. CUTLASS_DEVICE void move_to_residue(typename Base::Index k) { Base::move_to_residue(k); in_residue_ = true; } /// Move back to the beginning of the first tile. CUTLASS_DEVICE void rollback() { Base::rollback(); in_residue_ = false; } /// Are we in the residue? bool in_residue_; /// The mask to clean up the values. uint32_t mask_; }; //////////////////////////////////////////////////////////////////////////////////////////////////// } // namespace gemm } // namespace cutlass