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Tiling: fix edge cases for adaptative overlap
1 parent 8e387a8 commit 644e8cb

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+23
-4
lines changed

1 file changed

+23
-4
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ggml_extend.hpp

Lines changed: 23 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -620,9 +620,20 @@ __STATIC_INLINE__ void sd_tiling(ggml_tensor* input, ggml_tensor* output, const
620620
input_tile_size = tile_size * scale;
621621
output_tile_size = tile_size;
622622
}
623-
int num_tiles_x = (input_width - (int)(input_tile_size * tile_overlap_factor)) / (int)(input_tile_size * (1 - tile_overlap_factor));
623+
int tile_overlap = (input_tile_size * tile_overlap_factor);
624+
int non_tile_overlap = input_tile_size - tile_overlap;
625+
626+
int num_tiles_x = (input_width - tile_overlap) / non_tile_overlap;
627+
int overshoot_x = ((num_tiles_x + 1) * non_tile_overlap + tile_overlap) % input_width;
628+
629+
if ((overshoot_x != non_tile_overlap) && (overshoot_x <= num_tiles_x * (input_tile_size / 2 - tile_overlap))) {
630+
// if tiles don't fit perfectly using the desired overlap
631+
// and there is enough room to squeeze an extra tile without overlap becoming >0.5
632+
num_tiles_x++;
633+
}
634+
624635
float tile_overlap_factor_x = (float)(input_tile_size * num_tiles_x - input_width) / (float)(input_tile_size * (num_tiles_x - 1));
625-
if (num_tiles_x <= 1) {
636+
if (num_tiles_x <= 2) {
626637
if (input_width == input_tile_size) {
627638
num_tiles_x = 1;
628639
tile_overlap_factor_x = 0;
@@ -632,9 +643,17 @@ __STATIC_INLINE__ void sd_tiling(ggml_tensor* input, ggml_tensor* output, const
632643
}
633644
}
634645

635-
int num_tiles_y = (input_height - (int)(input_tile_size * tile_overlap_factor)) / (int)(input_tile_size * (1 - tile_overlap_factor));
646+
int num_tiles_y = (input_height - tile_overlap) / non_tile_overlap;
647+
int overshoot_y = ((num_tiles_y + 1) * non_tile_overlap + tile_overlap) % input_height;
648+
649+
if ((overshoot_y != non_tile_overlap) && (overshoot_y <= num_tiles_y * (input_tile_size / 2 - tile_overlap))) {
650+
// if tiles don't fit perfectly using the desired overlap
651+
// and there is enough room to squeeze an extra tile without overlap becoming >0.5
652+
num_tiles_y++;
653+
}
654+
636655
float tile_overlap_factor_y = (float)(input_tile_size * num_tiles_y - input_height) / (float)(input_tile_size * (num_tiles_y - 1));
637-
if (num_tiles_y <= 1) {
656+
if (num_tiles_y <= 2) {
638657
if (input_height == input_tile_size) {
639658
num_tiles_y = 1;
640659
tile_overlap_factor_y = 0;

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