Repository: ggerganov/llama.cpp
File: ggml/src/ggml-cpu/simd-mappings.h (C/C++)

Code before:
  vec_extract_fp32_from_shorth(vec_xl(0, p - GGML_F16_EPR)) : \
  vec_extract_fp32_from_shortl(vec_xl(0, p))
static inline unsigned char ggml_endian_byte(int i) {
       uint16_t tmp_val = 1;
       return ((unsigned char *)&tmp_val)[i];
}
#define GGML_ENDIAN_BYTE(i) ggml_endian_byte(i)
#define GGML_F16_VEC_STORE(p, r, i)                             \
  if (i & 0x1)                                                  \
    vec_xst(vec_pack_to_short_fp32(r[i - GGML_ENDIAN_BYTE(1)],  \
                                   r[i - GGML_ENDIAN_BYTE(0)]), \
            0, p - GGML_F16_EPR)

//BF16 POWER9
#define GGML_BF16_STEP   16
#define GGML_BF16x8 vector unsigned short
#define GGML_BF16_VEC_ZERO vec_splats((unsigned short)0)
#define GGML_BF16_VEC GGML_BF16x8
#define GGML_BF16_VEC_LOAD(p) \
  vec_xl(0, (const unsigned short *)(p))
#define GGML_BF16_TO_F32_LO(v) ((vector float) vec_mergel(GGML_BF16_VEC_ZERO, (v)))
#define GGML_BF16_TO_F32_HI(v) ((vector float) vec_mergeh(GGML_BF16_VEC_ZERO, (v)))
#define GGML_BF16_FMA_LO(acc, x, y) \
  (acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_LO(x), GGML_BF16_TO_F32_LO(y))
#define GGML_BF16_FMA_HI(acc, x, y) \
    (acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_HI(x), GGML_BF16_TO_F32_HI(y))

#elif defined(__wasm_simd128__)

#define GGML_SIMD

// F32 WASM

#define GGML_F32_STEP 16
#define GGML_F32_EPR  4

#define GGML_F32x4              v128_t
#define GGML_F32x4_ZERO         wasm_f32x4_splat(0.0f)
#define GGML_F32x4_SET1(x)      wasm_f32x4_splat(x)
#define GGML_F32x4_LOAD         wasm_v128_load
#define GGML_F32x4_STORE        wasm_v128_store
#define GGML_F32x4_FMA(a, b, c) wasm_f32x4_add(wasm_f32x4_mul(b, c), a)
#define GGML_F32x4_ADD          wasm_f32x4_add
#define GGML_F32x4_MUL          wasm_f32x4_mul
#define GGML_F32x4_REDUCE(res, x)                  \
{                                                  \
    int offset = GGML_F32_ARR >> 1;                \
    for (int i = 0; i < offset; ++i) {             \
        x[i] = wasm_f32x4_add(x[i], x[offset+i]);  \
    }                                              \
    offset >>= 1;                                  \

Review comment (suggestion):
```suggestion
#define GGML_BF16_STEP 16
#define GGML_BF16_EPR  8

#define GGML_BF16x8         vector unsigned short
#define GGML_BF16x8_ZERO    vec_splats((unsigned short)0)
#define GGML_BF16x8_LOAD(p) vec_xl(0, (const unsigned short *)(p))

#define GGML_BF16_VEC          GGML_BF16x8
#define GGML_BF16_VEC_LOAD     GGML_BF16x8_LOAD
#define GGML_BF16_TO_F32_LO(v) ((vector float) vec_mergel(GGML_BF16_VEC_ZERO, (v)))
#define GGML_BF16_TO_F32_HI(v) ((vector float) vec_mergeh(GGML_BF16_VEC_ZERO, (v)))
#define GGML_BF16_FMA_LO(acc, x, y) \
    (acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_LO(x), GGML_BF16_TO_F32_LO(y))
#define GGML_BF16_FMA_HI(acc, x, y) \
    (acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_HI(x), GGML_BF16_TO_F32_HI(y))
```

Code after:
  vec_extract_fp32_from_shorth(vec_xl(0, p - GGML_F16_EPR)) : \
  vec_extract_fp32_from_shortl(vec_xl(0, p))
static inline unsigned char ggml_endian_byte(int i) {
       uint16_t tmp_val = 1;
       return ((unsigned char *)&tmp_val)[i];
}
#define GGML_ENDIAN_BYTE(i) ggml_endian_byte(i)
#define GGML_F16_VEC_STORE(p, r, i)                             \
  if (i & 0x1)                                                  \
    vec_xst(vec_pack_to_short_fp32(r[i - GGML_ENDIAN_BYTE(1)],  \
                                   r[i - GGML_ENDIAN_BYTE(0)]), \
            0, p - GGML_F16_EPR)

//BF16 POWER9
#define GGML_BF16_STEP 16
#define GGML_BF16_EPR  8

#define GGML_BF16x8         vector unsigned short
#define GGML_BF16x8_ZERO    vec_splats((unsigned short)0)
#define GGML_BF16x8_LOAD(p) vec_xl(0, (const unsigned short *)(p))

#define GGML_BF16_VEC          GGML_BF16x8
#define GGML_BF16_VEC_ZERO     GGML_BF16x8_ZERO
#define GGML_BF16_VEC_LOAD     GGML_BF16x8_LOAD
#if defined(__LITTLE_ENDIAN__)
#define GGML_BF16_TO_F32_LO(v) ((vector float) vec_mergel(GGML_BF16_VEC_ZERO, (v)))
#define GGML_BF16_TO_F32_HI(v) ((vector float) vec_mergeh(GGML_BF16_VEC_ZERO, (v)))
#else
#define GGML_BF16_TO_F32_LO(v) ((vector float) vec_mergel((v), GGML_BF16_VEC_ZERO))
#define GGML_BF16_TO_F32_HI(v) ((vector float) vec_mergeh((v), GGML_BF16_VEC_ZERO))
#endif
#define GGML_BF16_FMA_LO(acc, x, y) \
    (acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_LO(x), GGML_BF16_TO_F32_LO(y))
#define GGML_BF16_FMA_HI(acc, x, y) \
    (acc) = GGML_F32x4_FMA((acc), GGML_BF16_TO_F32_HI(x), GGML_BF16_TO_F32_HI(y))

#elif defined(__wasm_simd128__)

#define GGML_SIMD

// F32 WASM

#define GGML_F32_STEP 16
#define GGML_F32_EPR  4

#define GGML_F32x4              v128_t
#define GGML_F32x4_ZERO         wasm_f32x4_splat(0.0f)
#define GGML_F32x4_SET1(x)      wasm_f32x4_splat(x)
#define GGML_F32x4_LOAD         wasm_v128_load
#define GGML_F32x4_STORE        wasm_v128_store
#define GGML_F32x4_FMA(a, b, c) wasm_f32x4_add(wasm_f32x4_mul(b, c), a)