Dongyun Zou commited on
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Add concise LaTeX pseudocode for FP32 and INT32 ExpCast8

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expcast8-vs-i32/expcast8_single_score_pseudocode.tex ADDED
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+ \documentclass[10pt]{article}
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+
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+ \usepackage{amsmath}
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+ \usepackage{amssymb}
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+ \usepackage[margin=1in]{geometry}
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+
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+ \newcommand{\sat}[1]{\operatorname{sat}_{#1}}
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+ \newcommand{\bits}{\operatorname{bits}}
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+ \newcommand{\bytezero}{\operatorname{byte}_0}
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+ \newcommand{\lowthirtytwo}{\operatorname{low32}}
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+ \newcommand{\RNE}{\operatorname{RNE}}
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+ \newcommand{\RNfp}{\operatorname{RN}_{\mathrm{fp32}}}
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+
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+ \begin{document}
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+
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+ \section*{ExpCast8 for One Score}
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+
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+ For both algorithms, let
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+ \[
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+ z=cS-m+\Omega,
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+ \qquad
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+ q^{\star}
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+ =
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+ \RNE\!\left(
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+ \operatorname{clamp}(8z+56+\beta,0,126)
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+ \right),
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+ \]
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+ where $S$ is one attention score, $c>0$ is the combined QK and
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+ softmax scale, $m$ is the row maximum, $\Omega$ is a shared offset,
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+ and $\beta$ is the ExpCast8 correction bias.
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+
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+ \subsection*{Pseudocode 1: $S$ is FP32}
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+
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+ Define
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+ \[
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+ A_f=\frac{8c}{126},
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+ \qquad
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+ B_f=\frac{-8m+8\Omega+56+\beta}{126},
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+ \qquad
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+ M=1.5\cdot 2^{23}.
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+ \]
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+
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+ The GPU applies the following operations to one FP32 score:
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+ \[
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+ \begin{array}{rcll}
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+ 1. & u &\leftarrow
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+ \sat{[0,1]}\!\left(\RNfp(SA_f+B_f)\right)
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+ & \text{\rm [\texttt{FFMA.SAT}]}\\[4pt]
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+ 2. & y &\leftarrow
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+ \RNfp(126u+M)
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+ & \text{\rm [\texttt{FFMA2}, two scores per instruction]}\\[4pt]
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+ 3. & q &\leftarrow
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+ \bytezero\!\left(\bits(y)\right)
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+ & \text{\rm [byte extraction; \texttt{PRMT} when packed]}\\[4pt]
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+ 4. & &\mathbf{return}\ q. &
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+ \end{array}
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+ \]
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+
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+ Up to the FP32 rounding in the first line,
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+ \[
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+ 126u
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+ \approx
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+ \operatorname{clamp}(8z+56+\beta,0,126).
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+ \]
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+ At $M=1.5\cdot2^{23}$, one FP32 ULP is exactly $1$. Therefore the
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+ second line rounds $126u$ to an integer and stores that integer in the
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+ low bits of $y$:
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+ \[
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+ \bits(y)=\bits(M)+q.
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+ \]
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+ Hence the lowest byte of $y$ is the returned E4M3 code $q$, which
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+ approximates $q^{\star}$.
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+
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+ \subsection*{Pseudocode 2: $S$ is INT32}
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+
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+ Choose $F=20$ fractional bits. Once per tile, compute
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+ \[
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+ A=\RNE\!\left(8c\,2^F\right),
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+ \]
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+ \[
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+ B=
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+ \RNE\!\left(
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+ \left[8(-m+\Omega)+56+\beta\right]2^F
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+ \right)
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+ +2^{F-1}.
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+ \]
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+
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+ In the production configuration, $z\leq 8$, so the largest positive
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+ code is below $126$. Therefore unsigned-byte saturation is sufficient;
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+ no separate upper clamp is required in the per-score path.
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+
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+ The GPU then applies the following operations to one INT32 score:
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+ \[
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+ \begin{array}{rcll}
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+ 1. & t &\leftarrow
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+ \lowthirtytwo(SA+B)
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+ & \text{\rm [\texttt{IMAD}]}\\[4pt]
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+ 2. & r &\leftarrow
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+ t\gg_{\mathrm{arith}}F
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+ & \text{\rm [\texttt{SHF.R.S32.HI}]}\\[4pt]
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+ 3. & q &\leftarrow
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+ \sat{\mathrm{u8}}(r)
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+ & \text{\rm [\texttt{I2IP.U8.S32.SAT}]}\\[4pt]
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+ 4. & &\mathbf{return}\ q. &
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+ \end{array}
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+ \]
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+
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+ Ignoring fixed-point coefficient error and assuming that the 32-bit
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+ multiply-add does not wrap,
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+ \[
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+ \frac{SA+B-2^{F-1}}{2^F}
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+ \approx
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+ 8z+56+\beta.
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+ \]
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+ Thus the half-unit $2^{F-1}$ followed by the arithmetic shift performs
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+ integer rounding:
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+ \[
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+ r
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+ =
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+ \left\lfloor
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+ \frac{SA+B}{2^F}
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+ \right\rfloor
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+ \approx
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+ \RNE(8z+56+\beta),
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+ \]
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+ for non-tie values. The exact shift implementation uses half-up
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+ rounding at ties. Finally, \texttt{I2IP} directly saturates the result
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+ to one unsigned byte.
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+
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+ \end{document}