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@ -528,20 +528,18 @@ static const size_t CACHE_LINE_SIZE_F32 = CACHE_LINE_SIZE/sizeof(float);
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#elif defined(__POWER9_VECTOR__)
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// TODO: uncomment this when it works
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//#define GGML_SIMD
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#define GGML_SIMD
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// F32 POWER9
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#define GGML_F32_STEP 32
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#define GGML_F32_EPR 8
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#define GGML_F32_EPR 4
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// TODO: not tested !!
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#define GGML_F32x4 __vector float
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#define GGML_F32x4_ZERO (__vector float){0.0f, 0.0f, 0.0f, 0.0f}
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#define GGML_F32x4_SET1(x) (__vector float){x, x, x, x}
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#define GGML_F32x4_LOAD vec_vsx_ld
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#define GGML_F32x4_STORE vec_vsx_st
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#define GGML_F32x4 vector float
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#define GGML_F32x4_ZERO 0.0f
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#define GGML_F32x4_SET1 vec_splats
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#define GGML_F32x4_LOAD(p) vec_xl(0, p)
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#define GGML_F32x4_STORE(p, r) vec_xst(r, 0, p)
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#define GGML_F32x4_FMA(a, b, c) vec_madd(b, c, a)
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#define GGML_F32x4_ADD vec_add
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#define GGML_F32x4_MUL vec_mul
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@ -573,8 +571,20 @@ static const size_t CACHE_LINE_SIZE_F32 = CACHE_LINE_SIZE/sizeof(float);
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#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
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// F16 POWER9
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// TODO: implement here
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// ...
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#define GGML_F16_STEP GGML_F32_STEP
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#define GGML_F16_EPR GGML_F32_EPR
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#define GGML_F16_VEC GGML_F32x4
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#define GGML_F16_VEC_ZERO GGML_F32x4_ZERO
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#define GGML_F16_VEC_SET1 GGML_F32x4_SET1
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#define GGML_F16_VEC_FMA GGML_F32x4_FMA
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#define GGML_F16_VEC_REDUCE GGML_F32x4_REDUCE
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// Use vec_xl, not vec_ld, in case the load address is not aligned.
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#define GGML_F16_VEC_LOAD(p, i) (i & 0x1) ? \
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vec_extract_fp32_from_shorth(vec_xl(0, p - GGML_F16_EPR)) : \
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vec_extract_fp32_from_shortl(vec_xl(0, p))
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#define GGML_F16_VEC_STORE(p, r, i) \
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if (i & 0x1) \
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vec_xst(vec_pack_to_short_fp32(r[i], r[i - 1]), 0, p - GGML_F16_EPR)
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#elif defined(__wasm_simd128__)
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@ -777,76 +787,6 @@ inline static void ggml_vec_dot_f16(const int n, float * restrict s, ggml_fp16_t
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for (int i = np; i < n; ++i) {
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sumf += GGML_FP16_TO_FP32(x[i])*GGML_FP16_TO_FP32(y[i]);
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}
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#elif defined(__POWER9_VECTOR__)
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// TODO: this is temporary because I cannot fit it in the GGML_SIMD pattern like all other architectures without
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// being able to test it. hoping someone with access to a POWER9 machine can help out here.
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const int n32 = (n & ~31);
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vector float sum0 = vec_splats (0.0f);
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vector float sum1 = vec_splats (0.0f);
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vector float sum2 = vec_splats (0.0f);
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vector float sum3 = vec_splats (0.0f);
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vector float sum4 = vec_splats (0.0f);
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vector float sum5 = vec_splats (0.0f);
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vector float sum6 = vec_splats (0.0f);
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vector float sum7 = vec_splats (0.0f);
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for (int i = 0, j = 0; i < n32; i += 32, j += 64) {
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// Use vec_xl, not vec_ld, because x is sometimes unaligned.
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vector unsigned short x0 = vec_xl(j + 0, x);
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vector unsigned short x1 = vec_xl(j + 16, x);
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vector unsigned short x2 = vec_xl(j + 32, x);
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vector unsigned short x3 = vec_xl(j + 48, x);
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vector unsigned short y0 = vec_ld(j + 0, y);
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vector unsigned short y1 = vec_ld(j + 16, y);
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vector unsigned short y2 = vec_ld(j + 32, y);
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vector unsigned short y3 = vec_ld(j + 48, y);
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vector float fx0l = vec_extract_fp32_from_shortl(x0);
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vector float fx0h = vec_extract_fp32_from_shorth(x0);
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vector float fx1l = vec_extract_fp32_from_shortl(x1);
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vector float fx1h = vec_extract_fp32_from_shorth(x1);
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vector float fx2l = vec_extract_fp32_from_shortl(x2);
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vector float fx2h = vec_extract_fp32_from_shorth(x2);
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vector float fx3l = vec_extract_fp32_from_shortl(x3);
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vector float fx3h = vec_extract_fp32_from_shorth(x3);
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vector float fy0l = vec_extract_fp32_from_shortl(y0);
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vector float fy0h = vec_extract_fp32_from_shorth(y0);
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vector float fy1l = vec_extract_fp32_from_shortl(y1);
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vector float fy1h = vec_extract_fp32_from_shorth(y1);
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vector float fy2l = vec_extract_fp32_from_shortl(y2);
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vector float fy2h = vec_extract_fp32_from_shorth(y2);
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vector float fy3l = vec_extract_fp32_from_shortl(y3);
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vector float fy3h = vec_extract_fp32_from_shorth(y3);
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sum0 = vec_madd(fx0l, fy0l, sum0);
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sum1 = vec_madd(fx0h, fy0h, sum1);
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sum2 = vec_madd(fx1l, fy1l, sum2);
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sum3 = vec_madd(fx1h, fy1h, sum3);
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sum4 = vec_madd(fx2l, fy2l, sum4);
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sum5 = vec_madd(fx2h, fy2h, sum5);
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sum6 = vec_madd(fx3l, fy3l, sum6);
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sum7 = vec_madd(fx3h, fy3h, sum7);
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}
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sum0 = vec_add(sum0, sum1);
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sum2 = vec_add(sum2, sum3);
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sum4 = vec_add(sum4, sum5);
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sum6 = vec_add(sum6, sum7);
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sum0 = vec_add(sum0, sum2);
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sum4 = vec_add(sum4, sum6);
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sum0 = vec_add(sum0, sum4);
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sumf = vec_extract(sum0, 0) + vec_extract(sum0, 1)
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+ vec_extract(sum0, 2) + vec_extract(sum0, 3);
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for (int i = n32; i < n; ++i) {
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sumf += GGML_FP16_TO_FP32(x[i])*GGML_FP16_TO_FP32(y[i]);
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}
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#else
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for (int i = 0; i < n; ++i) {
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sumf += GGML_FP16_TO_FP32(x[i])*GGML_FP16_TO_FP32(y[i]);
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@ -911,65 +851,6 @@ inline static void ggml_vec_mad_f16(const int n, ggml_fp16_t * restrict y, ggml_
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GGML_ASSERT(false);
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y[i] = GGML_FP32_TO_FP16(GGML_FP16_TO_FP32(y[i]) + GGML_FP16_TO_FP32(x[i])*v);
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}
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#elif defined(__POWER9_VECTOR__)
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// TODO: this is temporary because I cannot fit it in the GGML_SIMD pattern like all other architectures without
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// being able to test it. hoping someone with access to a POWER9 machine can help out here.
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const int n32 = (n & ~31);
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for (int i = 0, j = 0; i < n32; i += 32, j += 64) {
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// Use vec_xl, not vec_ld, because x is sometimes unaligned!
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vector unsigned short x0 = vec_xl(j + 0, x);
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vector unsigned short x1 = vec_xl(j + 16, x);
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vector unsigned short x2 = vec_xl(j + 32, x);
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vector unsigned short x3 = vec_xl(j + 48, x);
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vector unsigned short y0 = vec_xl(j + 0, y);
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vector unsigned short y1 = vec_xl(j + 16, y);
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vector unsigned short y2 = vec_xl(j + 32, y);
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vector unsigned short y3 = vec_xl(j + 48, y);
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vector float v4 = vec_splats(v);
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vector float fx0l = vec_extract_fp32_from_shortl(x0);
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vector float fx0h = vec_extract_fp32_from_shorth(x0);
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vector float fx1l = vec_extract_fp32_from_shortl(x1);
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vector float fx1h = vec_extract_fp32_from_shorth(x1);
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vector float fx2l = vec_extract_fp32_from_shortl(x2);
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vector float fx2h = vec_extract_fp32_from_shorth(x2);
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vector float fx3l = vec_extract_fp32_from_shortl(x3);
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vector float fx3h = vec_extract_fp32_from_shorth(x3);
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vector float fy0l = vec_extract_fp32_from_shortl(y0);
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vector float fy0h = vec_extract_fp32_from_shorth(y0);
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vector float fy1l = vec_extract_fp32_from_shortl(y1);
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vector float fy1h = vec_extract_fp32_from_shorth(y1);
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vector float fy2l = vec_extract_fp32_from_shortl(y2);
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vector float fy2h = vec_extract_fp32_from_shorth(y2);
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vector float fy3l = vec_extract_fp32_from_shortl(y3);
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vector float fy3h = vec_extract_fp32_from_shorth(y3);
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fy0l = vec_madd(fx0l, v4, fy0l);
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fy0h = vec_madd(fx0h, v4, fy0h);
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fy1l = vec_madd(fx1l, v4, fy1l);
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fy1h = vec_madd(fx1h, v4, fy1h);
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fy2l = vec_madd(fx2l, v4, fy2l);
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fy2h = vec_madd(fx2h, v4, fy2h);
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fy3l = vec_madd(fx3l, v4, fy3l);
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fy3h = vec_madd(fx3h, v4, fy3h);
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y0 = vec_pack_to_short_fp32(fy0h, fy0l);
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y1 = vec_pack_to_short_fp32(fy1h, fy1l);
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y2 = vec_pack_to_short_fp32(fy2h, fy2l);
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y3 = vec_pack_to_short_fp32(fy3h, fy3l);
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vec_xst(y0, j + 0, y);
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vec_xst(y1, j + 16, y);
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vec_xst(y2, j + 32, y);
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vec_xst(y3, j + 48, y);
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}
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for (int i = n32; i < n; ++i) {
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y[i] = GGML_FP32_TO_FP16(GGML_FP16_TO_FP32(y[i]) + GGML_FP16_TO_FP32(x[i])*v);
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}
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#else
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for (int i = 0; i < n; ++i) {
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y[i] = GGML_FP32_TO_FP16(GGML_FP16_TO_FP32(y[i]) + GGML_FP16_TO_FP32(x[i])*v);
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