more progress on the definition of layouts
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@@ -35,6 +35,7 @@ TritonGPUTypeConverter::TritonGPUTypeConverter(MLIRContext *context,
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// Now we assume:
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// contiguous = 1, order = 0, 1, 2, ...,
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llvm::SmallVector<unsigned> threadTileSize(rank, 1); // naive layout
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llvm::SmallVector<unsigned> warpTileSize(rank, 1);
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llvm::SmallVector<unsigned> blockTileSize(rank);
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llvm::SmallVector<unsigned> order(rank);
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int remainingThreads = numThreads;
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@@ -45,8 +46,8 @@ TritonGPUTypeConverter::TritonGPUTypeConverter(MLIRContext *context,
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remainingThreads /= blockTileSize[dim];
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// TODO: will we need repetition?
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}
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Attribute encoding = triton::gpu::TritonGPUDistributedEncodingAttr::get(
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context, threadTileSize, blockTileSize, order);
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Attribute encoding = triton::gpu::TritonGPUShardedEncodingAttr::get(
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context, threadTileSize, warpTileSize, blockTileSize, order);
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return RankedTensorType::get(shape, elementType, encoding);
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});
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