Upload shaders/bf16_to_f32.wgsl with huggingface_hub
Browse files- shaders/bf16_to_f32.wgsl +36 -0
shaders/bf16_to_f32.wgsl
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// bf16_to_f32.wgsl — convert BF16 weights to F32 in-place on GPU.
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// BF16 is F32 with the lower 16 bits zeroed: bf16_as_u16 << 16 = f32_bits.
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//
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// Input: array of u32 where each u32 holds TWO bf16 values (packed little-endian).
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// u32 = (bf16_high << 16) | bf16_low
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// Output: array of f32, twice the length of the input u32 array.
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//
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// Dispatch: ceil(num_f32_elements / 2 / 64) workgroups.
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// Each thread converts one u32 (2 bf16 values) → 2 f32 values.
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const WG_SIZE: u32 = 64u;
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struct Params {
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num_pairs: u32, // number of u32 elements (each holds 2 bf16 values)
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}
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@group(0) @binding(0) var<storage, read> bf16_packed: array<u32>; // [num_pairs]
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@group(0) @binding(1) var<storage, read_write> f32_out: array<f32>; // [num_pairs * 2]
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@group(1) @binding(0) var<uniform> params: Params;
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@compute @workgroup_size(WG_SIZE)
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let i = gid.x;
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if (i >= params.num_pairs) { return; }
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let packed = bf16_packed[i];
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// Low 16 bits = first bf16, high 16 bits = second bf16
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let bf16_low = packed & 0xFFFFu;
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let bf16_high = (packed >> 16u) & 0xFFFFu;
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// BF16 → F32: shift left by 16 bits
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f32_out[i * 2u] = bitcast<f32>(bf16_low << 16u);
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f32_out[i * 2u + 1u] = bitcast<f32>(bf16_high << 16u);
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}
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