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Tiling: fix edge cases for adaptative overlap
1 parent 946228c commit 2c76b7b

1 file changed

Lines changed: 23 additions & 4 deletions

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ggml_extend.hpp

Lines changed: 23 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -613,9 +613,20 @@ __STATIC_INLINE__ void sd_tiling(ggml_tensor* input, ggml_tensor* output, const
613613
input_tile_size = tile_size * scale;
614614
output_tile_size = tile_size;
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}
616-
int num_tiles_x = (input_width - (int)(input_tile_size * tile_overlap_factor)) / (int)(input_tile_size * (1 - tile_overlap_factor));
616+
int tile_overlap = (input_tile_size * tile_overlap_factor);
617+
int non_tile_overlap = input_tile_size - tile_overlap;
618+
619+
int num_tiles_x = (input_width - tile_overlap) / non_tile_overlap;
620+
int overshoot_x = ((num_tiles_x + 1) * non_tile_overlap + tile_overlap) % input_width;
621+
622+
if ((overshoot_x != non_tile_overlap) && (overshoot_x <= num_tiles_x * (input_tile_size / 2 - tile_overlap))) {
623+
// if tiles don't fit perfectly using the desired overlap
624+
// and there is enough room to squeeze an extra tile without overlap becoming >0.5
625+
num_tiles_x++;
626+
}
627+
617628
float tile_overlap_factor_x = (float)(input_tile_size * num_tiles_x - input_width) / (float)(input_tile_size * (num_tiles_x - 1));
618-
if (num_tiles_x <= 1) {
629+
if (num_tiles_x <= 2) {
619630
if (input_width == input_tile_size) {
620631
num_tiles_x = 1;
621632
tile_overlap_factor_x = 0;
@@ -625,9 +636,17 @@ __STATIC_INLINE__ void sd_tiling(ggml_tensor* input, ggml_tensor* output, const
625636
}
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}
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628-
int num_tiles_y = (input_height - (int)(input_tile_size * tile_overlap_factor)) / (int)(input_tile_size * (1 - tile_overlap_factor));
639+
int num_tiles_y = (input_height - tile_overlap) / non_tile_overlap;
640+
int overshoot_y = ((num_tiles_y + 1) * non_tile_overlap + tile_overlap) % input_height;
641+
642+
if ((overshoot_y != non_tile_overlap) && (overshoot_y <= num_tiles_y * (input_tile_size / 2 - tile_overlap))) {
643+
// if tiles don't fit perfectly using the desired overlap
644+
// and there is enough room to squeeze an extra tile without overlap becoming >0.5
645+
num_tiles_y++;
646+
}
647+
629648
float tile_overlap_factor_y = (float)(input_tile_size * num_tiles_y - input_height) / (float)(input_tile_size * (num_tiles_y - 1));
630-
if (num_tiles_y <= 1) {
649+
if (num_tiles_y <= 2) {
631650
if (input_height == input_tile_size) {
632651
num_tiles_y = 1;
633652
tile_overlap_factor_y = 0;

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