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<a href="wmma__tensor__op__policy_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="comment">/***************************************************************************************************</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="comment"> * Copyright (c) 2017-2019, NVIDIA CORPORATION. All rights reserved.</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;<span class="comment"> *</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="comment"> * Redistribution and use in source and binary forms, with or without modification, are permitted</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="comment"> * provided that the following conditions are met:</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;<span class="comment"> * * Redistributions of source code must retain the above copyright notice, this list of</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;<span class="comment"> * conditions and the following disclaimer.</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;<span class="comment"> * * Redistributions in binary form must reproduce the above copyright notice, this list of</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;<span class="comment"> * conditions and the following disclaimer in the documentation and/or other materials</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;<span class="comment"> * provided with the distribution.</span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="comment"> * * Neither the name of the NVIDIA CORPORATION nor the names of its contributors may be used</span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;<span class="comment"> * to endorse or promote products derived from this software without specific prior written</span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="comment"> * permission.</span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;<span class="comment"> *</span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;<span class="comment"> * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS &quot;AS IS&quot; AND ANY EXPRESS OR</span></div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;<span class="comment"> * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND</span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;<span class="comment"> * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE</span></div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;<span class="comment"> * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="comment"> * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;<span class="comment"> * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,</span></div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="comment"> * STRICT LIABILITY, OR TOR (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span></div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;<span class="comment"> * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span></div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;<span class="comment"> *</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;<span class="comment"> **************************************************************************************************/</span></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span>&#160;<span class="preprocessor">#pragma once</span></div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;</div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="wmma_8h.html">cutlass/arch/wmma.h</a>&quot;</span></div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="matrix__shape_8h.html">cutlass/matrix_shape.h</a>&quot;</span></div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="layout_2matrix_8h.html">cutlass/layout/matrix.h</a>&quot;</span></div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span>&#160;</div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span>&#160;<span class="preprocessor">#if defined(CUTLASS_ARCH_WMMA_ENABLED)</span></div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span>&#160;</div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160;</div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespacecutlass.html">cutlass</a> {</div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span>&#160;<span class="keyword">namespace </span>epilogue {</div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160;<span class="keyword">namespace </span>warp {</div><div class="line"><a name="l00044"></a><span class="lineno"> 44</span>&#160;</div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span>&#160;</div><div class="line"><a name="l00048"></a><span class="lineno"> 48</span>&#160;<span class="keyword">template</span> &lt;</div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span>&#160; <span class="keyword">typename</span> WarpShape, </div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span>&#160; <span class="keyword">typename</span> OperatorShape, </div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span>&#160; <span class="keyword">typename</span> Layout </div><div class="line"><a name="l00052"></a><span class="lineno"> 52</span>&#160;&gt;</div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span>&#160;<span class="keyword">struct </span>WmmaTensorOpPolicy; </div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span>&#160;</div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span>&#160;</div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span>&#160;<span class="keyword">template</span> &lt;</div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span>&#160; <span class="keyword">typename</span> WarpShape, </div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span>&#160; <span class="keyword">typename</span> OperatorShape </div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span>&#160;&gt;</div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span>&#160;<span class="keyword">struct </span>WmmaTensorOpPolicy&lt;WarpShape, OperatorShape, layout::RowMajor&gt; {</div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span>&#160;</div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span>&#160; <span class="keyword">using</span> OperatorCount = MatrixShape&lt;</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160; WarpShape::kM / OperatorShape::kM,</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160; WarpShape::kN / OperatorShape::kN</div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span>&#160; &gt;;</div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span>&#160;</div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span>&#160; <span class="comment">// Hard-coded constants regarding Tensor Operations</span></div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span>&#160; <span class="keyword">static</span> <span class="keywordtype">int</span> <span class="keyword">const</span> kElementsPerAccess = 2;</div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span>&#160; <span class="keyword">static</span> <span class="keywordtype">int</span> <span class="keyword">const</span> kRowsPerIteration = OperatorShape::kM;</div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span>&#160; <span class="keyword">static</span> <span class="keywordtype">int</span> <span class="keyword">const</span> kWmmaFragmentsPerAccess = 1;</div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span>&#160;</div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span>&#160; <span class="comment">// Derived quantities</span></div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span>&#160; <span class="comment">//</span></div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span>&#160;</div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span>&#160; <span class="comment">// Number of externally visible iterations</span></div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span>&#160; <span class="keyword">static</span> <span class="keywordtype">int</span> <span class="keyword">const</span> kIterations = OperatorCount::kRow;</div><div class="line"><a name="l00083"></a><span class="lineno"> 83</span>&#160;</div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span>&#160;};</div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span>&#160;</div><div class="line"><a name="l00087"></a><span class="lineno"> 87</span>&#160;</div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span>&#160;} <span class="comment">// namespace warp</span></div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span>&#160;} <span class="comment">// namespace epilogue</span></div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>&#160;} <span class="comment">// namespace cutlass</span></div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span>&#160;</div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span>&#160;</div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span>&#160;</div><div class="ttc" id="namespacecutlass_html"><div class="ttname"><a href="namespacecutlass.html">cutlass</a></div><div class="ttdef"><b>Definition:</b> aligned_buffer.h:35</div></div>
<div class="ttc" id="matrix__shape_8h_html"><div class="ttname"><a href="matrix__shape_8h.html">matrix_shape.h</a></div><div class="ttdoc">Defines a Shape template for matrix tiles. </div></div>
<div class="ttc" id="layout_2matrix_8h_html"><div class="ttname"><a href="layout_2matrix_8h.html">matrix.h</a></div><div class="ttdoc">Defines layout functions used by TensorRef and derived classes. </div></div>
<div class="ttc" id="wmma_8h_html"><div class="ttname"><a href="wmma_8h.html">wmma.h</a></div><div class="ttdoc">Templates exposing architecture support for warp matrix multiply-add (WMMA) operations. </div></div>
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