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Browse files- shaders/embedding.wgsl +31 -0
shaders/embedding.wgsl
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// embedding.wgsl — token embedding lookup.
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// For each token id, copy table[ids[i]] row into output.
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// One thread per output element (seq_len * D threads total).
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struct Params {
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seq_len: u32,
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hidden_dim: u32,
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vocab_size: u32,
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}
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@group(0) @binding(0) var<storage, read> ids: array<u32>;
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@group(0) @binding(1) var<storage, read> table: array<f32>;
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@group(0) @binding(2) var<storage, read_write> out_buf: array<f32>;
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@group(1) @binding(0) var<uniform> params: Params;
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@compute @workgroup_size(64)
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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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let total = params.seq_len * params.hidden_dim;
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if (i >= total) { return; }
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let t = i / params.hidden_dim;
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let d = i % params.hidden_dim;
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let token_id = ids[t];
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if (token_id >= params.vocab_size) {
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out_buf[i] = 0.0;
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return;
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}
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out_buf[i] = table[token_id * params.hidden_dim + d];
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}
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