/*************************************************************************************************** * Copyright (c) 2017 - 2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved. * SPDX-License-Identifier: BSD-3-Clause * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. 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. * * 3. Neither the name of the copyright holder 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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 TORT (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 Functor performing linear combination with RELU6 operations used by epilogues. */ #pragma once #include "cutlass/cutlass.h" #include "cutlass/epilogue/thread/activation.h" #include "cutlass/epilogue/thread/linear_combination_generic.h" namespace cutlass { namespace epilogue { namespace thread { #if defined(MNN_SUPPORT_TRANSFORMER_FUSE) /// For Cutlass v4.0.0 /// ReLu6 operator - propagates NaNs /// Always put threshold in the right hand side of max to propagate NaN. template struct ReLu6 { static const bool kIsHeavy=false; CUTLASS_HOST_DEVICE T operator()(T const & threshold, T value0, T value6) const { constexpr bool PropagateNaN = true; maximum mx; minimum mn; return mn(mx(value0, threshold), value6); } CUTLASS_HOST_DEVICE T operator()(T value) const { constexpr bool PropagateNaN = true; maximum mx; minimum mn; return mn(mx(value, T(0)), T(6)); } }; template struct ReLu6> { static const bool kIsHeavy=false; CUTLASS_HOST_DEVICE Array operator()(T const & threshold, Array const &frag0, Array const &frag6) const { constexpr bool PropagateNaN = true; maximum, PropagateNaN> mx; minimum, PropagateNaN> mn; return mn(mx(frag0, threshold), frag6); } CUTLASS_HOST_DEVICE Array operator()(Array const &frag) const { constexpr bool PropagateNaN = true; maximum, PropagateNaN> mx; minimum, PropagateNaN> mn; return mn(mx(frag, T(0)), T(6)); } }; #else /// For Cutlass v2.9.0 template struct ReLu6 { static const bool kIsHeavy=false; CUTLASS_HOST_DEVICE T operator()(T const & threshold, T value0, T value6) const { maximum mx; minimum mn; return mn(mx(value0, threshold), value6); } CUTLASS_HOST_DEVICE T operator()(T value) const { maximum mx; minimum mn; return mn(mx(value, T(0)), T(6)); } }; template struct ReLu6> { static const bool kIsHeavy=false; CUTLASS_HOST_DEVICE Array operator()(T const & threshold, Array const &frag0, Array const &frag6) const { maximum > mx; minimum > mn; return mn(mx(frag0, threshold), frag6); } CUTLASS_HOST_DEVICE Array operator()(Array const &frag) const { maximum > mx; minimum > mn; return mn(mx(frag, T(0)), T(6)); } }; #endif /// Applies a linear combination operator followed by the RELU6 activation to an array of elements. /// /// D = relu6(alpha * accumulator + beta * source + uniform) /// template < typename ElementOutput_, ///< Data type used to load and store tensors int Count, ///< Number of elements computed per operation ///< Usually it is 128/sizeof_bits, ///< but we use 64 or 32 sometimes when there are not enough data to store typename ElementAccumulator_ = ElementOutput_, ///< Accumulator data type typename ElementCompute_ = ElementOutput_, ///< Data type used to compute linear combination ScaleType::Kind Scale = ScaleType::Default, ///< Control Alpha and Beta scaling FloatRoundStyle Round = FloatRoundStyle::round_to_nearest > using LinearCombinationRelu6 = LinearCombinationGeneric; } // namespace thread } // namespace epilogue } // namespace cutlass