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4 changes: 2 additions & 2 deletions chapter_data_layout/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -84,11 +84,11 @@ So far we have described layouts for whole tensors. GPU kernels, however, rarely
entire matrix at once; they work on smaller tiles, which are loaded, transformed, and computed on by
different parts of the hardware. The good news is that tiling asks for nothing new. It is still
just a layout, only now written with a few more dimensions. Cut an 8×8 matrix into 2×4 tiles and we
get a 4-D layout, with coordinates `(tile_row, row_in_tile, tile_col, col_in_tile)` and strides
get a 4-D layout, with coordinates `(tile_row, tile_col, row_in_tile, col_in_tile)` and strides
chosen so that each tile stays contiguous:

```text
S[(4, 2, 2, 4) : (16, 4, 8, 1)]
S[(4, 2, 2, 4) : (16, 8, 4, 1)]
```

A logical `(i, j)` first becomes `(i//2, j//4, i%2, j%4)` and then runs through the strides. What is
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