---
title: model
---

<div class="python-reference">
<a id="fastvideo.models.dits.matrixgame2.model-classes"></a>
<a id="fastvideo.models.dits.matrixgame2.model-functions"></a>
<a id="fastvideo.models.dits.matrixgame2.model.MatrixGame2CrossAttention-functions"></a>
<a id="fastvideo.models.dits.matrixgame2.model"></a>

<h2 id="fastvideo.models.dits.matrixgame2.model.DistributedAttention"><code>fastvideo.models.dits.matrixgame2.model.DistributedAttention</code></h2>
<pre class="doc-signature"><code>DistributedAttention(num_heads: int, head_size: int, num_kv_heads: int | None = None, softmax_scale: float | None = None, causal: bool = False, supported_attention_backends: tuple&#91;AttentionBackendEnum, ...&#93; | None = None, prefix: str = &#x27;&#x27;, **extra_impl_args)</code></pre>
<p>Distributed attention layer.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.DistributedAttention.forward"><code>fastvideo.models.dits.matrixgame2.model.DistributedAttention.forward</code></h3>
<pre class="doc-signature"><code>forward(q: torch.Tensor, k: torch.Tensor, v: torch.Tensor, original_seq_len: int | None = None, replicated_q: torch.Tensor | None = None, replicated_k: torch.Tensor | None = None, replicated_v: torch.Tensor | None = None, freqs_cis: tuple&#91;torch.Tensor, torch.Tensor&#93; | None = None, attn_metadata: AttentionMetadata | None = None) -&gt; tuple&#91;torch.Tensor, torch.Tensor | None&#93;</code></pre>
<p>Forward pass for distributed attention.</p>
<h4>Parameters</h4>
<dl>
<dt><code>q: torch.Tensor</code></dt><dd><p>Query tensor [batch_size, seq_len, num_heads, head_dim]</p></dd>
<dt><code>k: torch.Tensor</code></dt><dd><p>Key tensor [batch_size, seq_len, num_heads, head_dim]</p></dd>
<dt><code>v: torch.Tensor</code></dt><dd><p>Value tensor [batch_size, seq_len, num_heads, head_dim]</p></dd>
<dt><code>original_seq_len: int</code></dt><dd><p>Original (unpadded) full sequence length</p></dd>
<dt><code>replicated_q: Optional[torch.Tensor]</code></dt><dd><p>Replicated query tensor, typically for text tokens</p></dd>
<dt><code>replicated_k: Optional[torch.Tensor]</code></dt><dd><p>Replicated key tensor</p></dd>
<dt><code>replicated_v: Optional[torch.Tensor]</code></dt><dd><p>Replicated value tensor</p></dd>
</dl>
<h4>Returns</h4>
<dl>
<dt><code>tuple[torch.Tensor, torch.Tensor | None]</code></dt><dd><p>Tuple[torch.Tensor, Optional[torch.Tensor]]: A tuple containing:
- o (torch.Tensor): Output tensor after attention for the main sequence
- replicated_o (Optional[torch.Tensor]): Output tensor for replicated tokens, if provided</p></dd>
</dl>
<h2 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2WanVideoConfig"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2WanVideoConfig</code></h2>
<pre class="doc-signature"><code>MatrixGame2WanVideoConfig(arch_config: MatrixGame2WanVideoArchConfig = MatrixGame2WanVideoArchConfig(), prefix: str = &#x27;Wan&#x27;, quant_config: QuantizationConfig | None = None, _compile_conditions: list = (lambda: &#91;_is_transformer_block&#93;)(), *, _resolved_attention_backend: AttentionBackendEnum | None = None)</code></pre>


<h2 id="fastvideo.models.dits.matrixgame2.model.get_sp_world_size"><code>fastvideo.models.dits.matrixgame2.model.get_sp_world_size</code></h2>
<pre class="doc-signature"><code>get_sp_world_size() -&gt; int</code></pre>
<p>Return world size for the sequence model parallel group.</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.FP32LayerNorm"><code>fastvideo.models.dits.matrixgame2.model.FP32LayerNorm</code></h2>
<pre class="doc-signature"><code>FP32LayerNorm()</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.FP32LayerNorm.forward"><code>fastvideo.models.dits.matrixgame2.model.FP32LayerNorm.forward</code></h3>
<pre class="doc-signature"><code>forward(inputs: torch.Tensor) -&gt; torch.Tensor</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.LayerNormScaleShift"><code>fastvideo.models.dits.matrixgame2.model.LayerNormScaleShift</code></h2>
<pre class="doc-signature"><code>LayerNormScaleShift(hidden_size: int, norm_type: str = &#x27;rms&#x27;, eps: float = 1e-06, elementwise_affine: bool = False, dtype: torch.dtype = torch.float32, compute_dtype: torch.dtype | None = None, prefix: str = &#x27;&#x27;)</code></pre>
<p>Fused operation that combines LayerNorm with scale and shift operations.
This reduces memory bandwidth by combining memory-bound operations.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.LayerNormScaleShift.forward"><code>fastvideo.models.dits.matrixgame2.model.LayerNormScaleShift.forward</code></h3>
<pre class="doc-signature"><code>forward(x: torch.Tensor, shift: torch.Tensor, scale: torch.Tensor, convert_modulation_dtype: bool = False) -&gt; torch.Tensor</code></pre>
<p>Apply ln followed by scale and shift in a single fused operation.</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.RMSNorm"><code>fastvideo.models.dits.matrixgame2.model.RMSNorm</code></h2>
<pre class="doc-signature"><code>RMSNorm(hidden_size: int, eps: float = 1e-06, dtype: torch.dtype = torch.float32, var_hidden_size: int | None = None, has_weight: bool = True)</code></pre>
<p>Root mean square normalization.</p>
<p>Computes x -&gt; w * x / sqrt(E[x^2] + eps) where w is the learned weight.
Refer to https://arxiv.org/abs/1910.07467</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.RMSNorm.forward_native"><code>fastvideo.models.dits.matrixgame2.model.RMSNorm.forward_native</code></h3>
<pre class="doc-signature"><code>forward_native(x: torch.Tensor, residual: torch.Tensor | None = None) -&gt; torch.Tensor | tuple&#91;torch.Tensor, torch.Tensor&#93;</code></pre>
<p>PyTorch-native implementation equivalent to forward().</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.RMSNorm.extra_repr"><code>fastvideo.models.dits.matrixgame2.model.RMSNorm.extra_repr</code></h3>
<pre class="doc-signature"><code>extra_repr() -&gt; str</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.ScaleResidual"><code>fastvideo.models.dits.matrixgame2.model.ScaleResidual</code></h2>
<pre class="doc-signature"><code>ScaleResidual(prefix: str = &#x27;&#x27;)</code></pre>
<p>Applies gated residual connection.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.ScaleResidual.forward"><code>fastvideo.models.dits.matrixgame2.model.ScaleResidual.forward</code></h3>
<pre class="doc-signature"><code>forward(residual: torch.Tensor, x: torch.Tensor, gate: torch.Tensor) -&gt; torch.Tensor</code></pre>
<p>Apply gated residual connection.</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.ScaleResidualLayerNormScaleShift"><code>fastvideo.models.dits.matrixgame2.model.ScaleResidualLayerNormScaleShift</code></h2>
<pre class="doc-signature"><code>ScaleResidualLayerNormScaleShift(hidden_size: int, norm_type: str = &#x27;rms&#x27;, eps: float = 1e-06, elementwise_affine: bool = False, dtype: torch.dtype = torch.float32, compute_dtype: torch.dtype | None = None, prefix: str = &#x27;&#x27;, fuse_inference: bool = False)</code></pre>
<p>Fused operation that combines:
1. Gated residual connection
2. LayerNorm
3. Scale and shift operations</p>
<p>This reduces memory bandwidth by combining memory-bound operations.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.ScaleResidualLayerNormScaleShift.forward"><code>fastvideo.models.dits.matrixgame2.model.ScaleResidualLayerNormScaleShift.forward</code></h3>
<pre class="doc-signature"><code>forward(residual: torch.Tensor, x: torch.Tensor, gate: torch.Tensor | int, shift: torch.Tensor | None, scale: torch.Tensor | None, convert_modulation_dtype: bool = False) -&gt; tuple&#91;torch.Tensor, torch.Tensor&#93;</code></pre>
<p>Apply gated residual connection, followed by layernorm and
scale/shift in a single fused operation.</p>
<p>Pass <code>shift=None, scale=None</code> (both, not just one) to skip the
modulation entirely and return the normalized tensor as-is. Callers
that need norm-only behavior (e.g. Wan's post-self-attn site) would
otherwise pay two full-tensor elementwise passes computing
<code>normalized * (1.0 + 0) + 0</code>.</p>
<h4>Returns</h4>
<dl>
<dt><code>torch.Tensor</code></dt><dd><p>Tuple containing:</p></dd>
<dt><code>torch.Tensor</code></dt><dd><ul>
<li>normalized and modulated output</li>
</ul></dd>
<dt><code>tuple[torch.Tensor, torch.Tensor]</code></dt><dd><ul>
<li>residual value (value after residual connection
but before normalization)</li>
</ul></dd>
</dl>
<h2 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear</code></h2>
<pre class="doc-signature"><code>ReplicatedLinear(input_size: int, output_size: int, bias: bool = True, skip_bias_add: bool = False, params_dtype: torch.dtype | None = None, quant_config: QuantizationConfig | None = None, prefix: str = &#x27;&#x27;)</code></pre>
<p>Replicated linear layer.</p>
<h3>Parameters</h3>
<dl>
<dt><code>input_size: int</code></dt><dd><p>input dimension of the linear layer.</p></dd>
<dt><code>output_size: int</code></dt><dd><p>output dimension of the linear layer.</p></dd>
<dt><code>bias: bool</code></dt><dd><p>If true, add bias.</p></dd>
<dt><code>skip_bias_add: bool</code></dt><dd><p>If true, skip adding bias but instead return it.</p></dd>
<dt><code>params_dtype: torch.dtype | None</code></dt><dd><p>Data type for the parameters.</p></dd>
<dt><code>quant_config: QuantizationConfig | None</code></dt><dd><p>Quantization configure.</p></dd>
<dt><code>prefix: str</code></dt><dd><p>The name of the layer in the state dict, including all parents
            (e.g. model.layers.0.qkv_proj)</p></dd>
</dl>

<h3 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.weight_loader"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.weight_loader</code></h3>
<pre class="doc-signature"><code>weight_loader(param: Parameter, loaded_weight: torch.Tensor) -&gt; None</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.forward"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.forward</code></h3>
<pre class="doc-signature"><code>forward(x: torch.Tensor) -&gt; tuple&#91;torch.Tensor, Parameter | None&#93;</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.extra_repr"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.extra_repr</code></h3>
<pre class="doc-signature"><code>extra_repr() -&gt; str</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.get_shape_mapping"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.get_shape_mapping</code></h3>
<pre class="doc-signature"><code>get_shape_mapping() -&gt; dict</code></pre>
<p>Get the mapping from (input_shape, output_shape) to layer types.</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.reset_shape_tracking"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.reset_shape_tracking</code></h3>
<pre class="doc-signature"><code>reset_shape_tracking() -&gt; None</code></pre>
<p>Clear tracked shapes and layer type mappings.</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.print_shape_summary"><code>fastvideo.models.dits.matrixgame2.model.ReplicatedLinear.print_shape_summary</code></h3>
<pre class="doc-signature"><code>print_shape_summary() -&gt; None</code></pre>
<p>Log a summary of all unique shapes and their layer types.</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.MLP"><code>fastvideo.models.dits.matrixgame2.model.MLP</code></h2>
<pre class="doc-signature"><code>MLP(input_dim: int, mlp_hidden_dim: int, output_dim: int | None = None, bias: bool = True, act_type: str = &#x27;gelu_pytorch_tanh&#x27;, dtype: torch.dtype | None = None, prefix: str = &#x27;&#x27;, quant_config: QuantizationConfig | None = None)</code></pre>
<p>MLP for DiT blocks, NO gated linear units</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.MLP.forward"><code>fastvideo.models.dits.matrixgame2.model.MLP.forward</code></h3>
<pre class="doc-signature"><code>forward(x: torch.Tensor) -&gt; torch.Tensor</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.get_rotary_pos_embed"><code>fastvideo.models.dits.matrixgame2.model.get_rotary_pos_embed</code></h2>
<pre class="doc-signature"><code>get_rotary_pos_embed(rope_sizes, hidden_size, heads_num, rope_dim_list, rope_theta, theta_rescale_factor = 1.0, interpolation_factor = 1.0, shard_dim: int = 0, do_sp_sharding: bool = False, dtype: torch.dtype = torch.float32, start_frame: int = 0, use_real: bool = True) -&gt; tuple&#91;torch.Tensor, torch.Tensor&#93;</code></pre>
<p>Generate rotary positional embeddings for the given sizes.</p>
<h3>Parameters</h3>
<dl>
<dt><code>rope_sizes</code></dt><dd><p>Tuple of dimensions (t, h, w)</p></dd>
<dt><code>hidden_size</code></dt><dd><p>Hidden dimension size</p></dd>
<dt><code>heads_num</code></dt><dd><p>Number of attention heads</p></dd>
<dt><code>rope_dim_list</code></dt><dd><p>List of dimensions for each axis, or None</p></dd>
<dt><code>rope_theta</code></dt><dd><p>Base for frequency calculations</p></dd>
<dt><code>theta_rescale_factor</code></dt><dd><p>Rescale factor for theta. Defaults to 1.0</p></dd>
<dt><code>interpolation_factor</code></dt><dd><p>Factor to scale positions. Defaults to 1.0</p></dd>
<dt><code>shard_dim: int</code></dt><dd><p>Which dimension to shard for sequence parallelism. Defaults to 0.</p></dd>
<dt><code>do_sp_sharding: bool</code></dt><dd><p>Whether to shard the positional embeddings for sequence parallelism. Defaults to False.</p></dd>
<dt><code>use_real: bool</code></dt><dd><p>If True, output full head_dim for rotate_half style RoPE. Defaults to True.</p></dd>
</dl>
<h3>Returns</h3>
<dl>
<dt><code>tuple[torch.Tensor, torch.Tensor]</code></dt><dd><p>Tuple of (cos, sin) tensors for rotary embeddings. Shape [S, D] if use_real, [S, D/2] otherwise.</p></dd>
</dl>
<h2 id="fastvideo.models.dits.matrixgame2.model.PatchEmbed"><code>fastvideo.models.dits.matrixgame2.model.PatchEmbed</code></h2>
<pre class="doc-signature"><code>PatchEmbed(patch_size = 16, in_chans = 3, embed_dim = 768, norm_layer = None, flatten = True, bias = True, dtype = None, prefix: str = &#x27;&#x27;)</code></pre>
<p>2D Image to Patch Embedding</p>
<p>Image to Patch Embedding using Conv2d</p>
<p>A convolution based approach to patchifying a 2D image w/ embedding projection.</p>
<p>Based on the impl in https://github.com/google-research/vision_transformer</p>
<p>Hacked together by / Copyright 2020 Ross Wightman</p>
<p>Remove the _assert function in forward function to be compatible with multi-resolution images.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.PatchEmbed.forward"><code>fastvideo.models.dits.matrixgame2.model.PatchEmbed.forward</code></h3>
<pre class="doc-signature"><code>forward(x)</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.TimestepEmbedder"><code>fastvideo.models.dits.matrixgame2.model.TimestepEmbedder</code></h2>
<pre class="doc-signature"><code>TimestepEmbedder(hidden_size, act_layer = &#x27;silu&#x27;, frequency_embedding_size = 256, max_period = 10000, dtype = None, freq_dtype = torch.float32, prefix: str = &#x27;&#x27;)</code></pre>
<p>Embeds scalar timesteps into vector representations.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.TimestepEmbedder.forward"><code>fastvideo.models.dits.matrixgame2.model.TimestepEmbedder.forward</code></h3>
<pre class="doc-signature"><code>forward(t: torch.Tensor, timestep_seq_len: int | None = None) -&gt; torch.Tensor</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.ModulateProjection"><code>fastvideo.models.dits.matrixgame2.model.ModulateProjection</code></h2>
<pre class="doc-signature"><code>ModulateProjection(hidden_size: int, factor: int = 2, act_layer: str = &#x27;silu&#x27;, dtype: torch.dtype | None = None, prefix: str = &#x27;&#x27;)</code></pre>
<p>Modulation layer for DiT blocks.</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.ModulateProjection.forward"><code>fastvideo.models.dits.matrixgame2.model.ModulateProjection.forward</code></h3>
<pre class="doc-signature"><code>forward(x: torch.Tensor) -&gt; torch.Tensor</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.init_logger"><code>fastvideo.models.dits.matrixgame2.model.init_logger</code></h2>
<pre class="doc-signature"><code>init_logger(name: str) -&gt; _FastvideoLogger</code></pre>
<p>The main purpose of this function is to ensure that loggers are
retrieved in such a way that we can be sure the root fastvideo logger has
already been configured.</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.BaseDiT"><code>fastvideo.models.dits.matrixgame2.model.BaseDiT</code></h2>
<pre class="doc-signature"><code>BaseDiT(config: DiTConfig, hf_config: dict&#91;str, Any&#93;, **kwargs)</code></pre>


<h3 id="fastvideo.models.dits.matrixgame2.model.BaseDiT.forward"><code>fastvideo.models.dits.matrixgame2.model.BaseDiT.forward</code></h3>
<pre class="doc-signature"><code>forward(hidden_states: torch.Tensor, encoder_hidden_states: torch.Tensor | list&#91;torch.Tensor&#93;, timestep: torch.LongTensor, encoder_hidden_states_image: torch.Tensor | list&#91;torch.Tensor&#93; | None = None, guidance = None, **kwargs) -&gt; torch.Tensor</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.BaseDiT.preprocess_loaded_weight"><code>fastvideo.models.dits.matrixgame2.model.BaseDiT.preprocess_loaded_weight</code></h3>
<pre class="doc-signature"><code>preprocess_loaded_weight(name: str, tensor: torch.Tensor) -&gt; torch.Tensor</code></pre>
<p>Adapt a checkpoint tensor before sharding; default models are unchanged.</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.BaseDiT.inference_config_overrides"><code>fastvideo.models.dits.matrixgame2.model.BaseDiT.inference_config_overrides</code></h3>
<pre class="doc-signature"><code>inference_config_overrides() -&gt; dict&#91;str, Any&#93;</code></pre>
<p>Extra <code>config.json</code> keys a deployable checkpoint of this model needs.</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.BaseDiT.inference_export_expected_shape"><code>fastvideo.models.dits.matrixgame2.model.BaseDiT.inference_export_expected_shape</code></h3>
<pre class="doc-signature"><code>inference_export_expected_shape(output_key: str, base_shape: tuple&#91;int, ...&#93;) -&gt; tuple&#91;int, ...&#93;</code></pre>
<p>The exported shape of <em>output_key</em> given the base checkpoint's shape.</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.WanSelfAttention"><code>fastvideo.models.dits.matrixgame2.model.WanSelfAttention</code></h2>
<pre class="doc-signature"><code>WanSelfAttention(dim: int, num_heads: int, window_size = (-1, -1), qk_norm = True, eps = 1e-06, parallel_attention = False, quant_config: QuantizationConfig | None = None, prefix: str = &#x27;&#x27;)</code></pre>


<h3 id="fastvideo.models.dits.matrixgame2.model.WanSelfAttention.forward"><code>fastvideo.models.dits.matrixgame2.model.WanSelfAttention.forward</code></h3>
<pre class="doc-signature"><code>forward(x: torch.Tensor, context: torch.Tensor, context_lens: int)</code></pre>
<h4>Parameters</h4>
<dl>
<dt><code>x: Tensor</code></dt><dd><p>Shape [B, L, num_heads, C / num_heads]</p></dd>
<dt><code>seq_lens: Tensor</code></dt><dd><p>Shape [B]</p></dd>
<dt><code>grid_sizes: Tensor</code></dt><dd><p>Shape [B, 3], the second dimension contains (F, H, W)</p></dd>
<dt><code>freqs: Tensor</code></dt><dd><p>Rope freqs, shape [1024, C / num_heads / 2]</p></dd>
</dl>
<h2 id="fastvideo.models.dits.matrixgame2.model.WanI2VCrossAttention"><code>fastvideo.models.dits.matrixgame2.model.WanI2VCrossAttention</code></h2>
<pre class="doc-signature"><code>WanI2VCrossAttention(dim: int, num_heads: int, window_size = (-1, -1), qk_norm = True, eps = 1e-06, supported_attention_backends: tuple&#91;AttentionBackendEnum, ...&#93; | None = None, quant_config: QuantizationConfig | None = None, prefix: str = &#x27;&#x27;)</code></pre>


<h3 id="fastvideo.models.dits.matrixgame2.model.WanI2VCrossAttention.forward"><code>fastvideo.models.dits.matrixgame2.model.WanI2VCrossAttention.forward</code></h3>
<pre class="doc-signature"><code>forward(x, context, context_lens)</code></pre>
<h4>Parameters</h4>
<dl>
<dt><code>x: Tensor</code></dt><dd><p>Shape [B, L1, C]</p></dd>
<dt><code>context: Tensor</code></dt><dd><p>Shape [B, L2, C]</p></dd>
<dt><code>context_lens: Tensor</code></dt><dd><p>Shape [B]</p></dd>
</dl>
<h2 id="fastvideo.models.dits.matrixgame2.model.WanT2VCrossAttention"><code>fastvideo.models.dits.matrixgame2.model.WanT2VCrossAttention</code></h2>
<pre class="doc-signature"><code>WanT2VCrossAttention(dim: int, num_heads: int, window_size = (-1, -1), qk_norm = True, eps = 1e-06, parallel_attention = False, quant_config: QuantizationConfig | None = None, prefix: str = &#x27;&#x27;)</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.WanT2VCrossAttention.forward"><code>fastvideo.models.dits.matrixgame2.model.WanT2VCrossAttention.forward</code></h3>
<pre class="doc-signature"><code>forward(x, context, context_lens, crossattn_cache = None)</code></pre>
<h4>Parameters</h4>
<dl>
<dt><code>x: Tensor</code></dt><dd><p>Shape [B, L1, C]</p></dd>
<dt><code>context: Tensor</code></dt><dd><p>Shape [B, L2, C]</p></dd>
<dt><code>context_lens: Tensor</code></dt><dd><p>Shape [B]</p></dd>
</dl>
<h2 id="fastvideo.models.dits.matrixgame2.model.WanImageEmbedding"><code>fastvideo.models.dits.matrixgame2.model.WanImageEmbedding</code></h2>
<pre class="doc-signature"><code>WanImageEmbedding(in_features: int, out_features: int)</code></pre>


<h3 id="fastvideo.models.dits.matrixgame2.model.WanImageEmbedding.forward"><code>fastvideo.models.dits.matrixgame2.model.WanImageEmbedding.forward</code></h3>
<pre class="doc-signature"><code>forward(encoder_hidden_states_image: torch.Tensor) -&gt; torch.Tensor</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.AttentionBackendEnum"><code>fastvideo.models.dits.matrixgame2.model.AttentionBackendEnum</code></h2>
<pre class="doc-signature"><code>AttentionBackendEnum()</code></pre>

<h2 id="fastvideo.models.dits.matrixgame2.model.ActionModule"><code>fastvideo.models.dits.matrixgame2.model.ActionModule</code></h2>
<pre class="doc-signature"><code>ActionModule(mouse_dim_in: int = 2, keyboard_dim_in: int = 6, hidden_size: int = 128, img_hidden_size: int = 1536, keyboard_hidden_dim: int = 1024, mouse_hidden_dim: int = 1024, vae_time_compression_ratio: int = 4, windows_size: int = 3, heads_num: int = 16, patch_size: list | None = None, qk_norm: bool = True, qkv_bias: bool = False, rope_dim_list: list | None = None, rope_theta = 256, mouse_qk_dim_list: list | None = None, enable_mouse = True, enable_keyboard = True, local_attn_size = 6, sink_size = 0, blocks: list | None = None)</code></pre>
<p>action module from https://arxiv.org/pdf/2501.08325</p>

<h3 id="fastvideo.models.dits.matrixgame2.model.ActionModule.patchify"><code>fastvideo.models.dits.matrixgame2.model.ActionModule.patchify</code></h3>
<pre class="doc-signature"><code>patchify(x, patch_size)</code></pre>
<p>x : (N C T H W)</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.ActionModule.unpatchify"><code>fastvideo.models.dits.matrixgame2.model.ActionModule.unpatchify</code></h3>
<pre class="doc-signature"><code>unpatchify(x, t, h, w, patch_size)</code></pre>
<p>x: (N, T, patch_size**2 * C)
imgs: (N, H, W, C)</p>
<h3 id="fastvideo.models.dits.matrixgame2.model.ActionModule.get_rotary_pos_embed"><code>fastvideo.models.dits.matrixgame2.model.ActionModule.get_rotary_pos_embed</code></h3>
<pre class="doc-signature"><code>get_rotary_pos_embed(video_length, height, width, head_dim, rope_dim_list = None, start_offset = 0)</code></pre>

<h3 id="fastvideo.models.dits.matrixgame2.model.ActionModule.forward"><code>fastvideo.models.dits.matrixgame2.model.ActionModule.forward</code></h3>
<pre class="doc-signature"><code>forward(x: torch.Tensor, tt: int, th: int, tw: int, mouse_condition: torch.Tensor | None = None, keyboard_condition: torch.Tensor | None = None, block_mask_mouse: BlockMask | None = None, block_mask_keyboard: BlockMask | None = None, is_causal: bool = False, kv_cache_mouse: dict&#91;str, torch.Tensor&#93; | None = None, kv_cache_keyboard: dict&#91;str, torch.Tensor&#93; | None = None, start_frame: int = 0, use_rope_keyboard: bool = True, num_frame_per_block: int = 3)</code></pre>
<p>hidden_states: B, tt<em>th</em>tw, C
mouse_condition: B, N_frames, C1
keyboard_condition: B, N_frames, C2</p>
<h2 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2TimeImageEmbedding"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2TimeImageEmbedding</code></h2>
<pre class="doc-signature"><code>MatrixGame2TimeImageEmbedding(dim: int, time_freq_dim: int, image_embed_dim: int | None = None)</code></pre>


<details><summary>Source</summary><pre><code>class MatrixGame2TimeImageEmbedding(nn.Module):

    def __init__(
        self,
        dim: int,
        time_freq_dim: int,
        image_embed_dim: int | None = None,
    ):
        super().__init__()

        self.time_embedder = TimestepEmbedder(dim, frequency_embedding_size=time_freq_dim, act_layer=&quot;silu&quot;)
        self.time_modulation = ModulateProjection(dim, factor=6, act_layer=&quot;silu&quot;)

        self.image_embedder = None
        if image_embed_dim is not None:
            self.image_embedder = WanImageEmbedding(image_embed_dim, dim)

    def forward(
        self,
        timestep: torch.Tensor,
        encoder_hidden_states: torch.Tensor,  # Kept for interface compatibility
        encoder_hidden_states_image: torch.Tensor | None = None,
        timestep_seq_len: int | None = None,
    ):
        temb = self.time_embedder(timestep, timestep_seq_len)
        timestep_proj = self.time_modulation(temb)

        # Matrix-Game 2.0 does not use text embeddings, so we ignore encoder_hidden_states

        if encoder_hidden_states_image is not None:
            assert self.image_embedder is not None
            encoder_hidden_states_image = self.image_embedder(encoder_hidden_states_image)

        encoder_hidden_states = torch.zeros(
            (timestep.shape&#91;0&#93;, 0, temb.shape&#91;-1&#93;),
            device=temb.device,
            dtype=temb.dtype,
        )

        return (
            temb,
            timestep_proj,
            encoder_hidden_states,
            encoder_hidden_states_image,
        )</code></pre></details>
<h3 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2TimeImageEmbedding.forward"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2TimeImageEmbedding.forward</code></h3>
<pre class="doc-signature"><code>forward(timestep: torch.Tensor, encoder_hidden_states: torch.Tensor, encoder_hidden_states_image: torch.Tensor | None = None, timestep_seq_len: int | None = None)</code></pre>

<details><summary>Source</summary><pre><code>def forward(
    self,
    timestep: torch.Tensor,
    encoder_hidden_states: torch.Tensor,  # Kept for interface compatibility
    encoder_hidden_states_image: torch.Tensor | None = None,
    timestep_seq_len: int | None = None,
):
    temb = self.time_embedder(timestep, timestep_seq_len)
    timestep_proj = self.time_modulation(temb)

    # Matrix-Game 2.0 does not use text embeddings, so we ignore encoder_hidden_states

    if encoder_hidden_states_image is not None:
        assert self.image_embedder is not None
        encoder_hidden_states_image = self.image_embedder(encoder_hidden_states_image)

    encoder_hidden_states = torch.zeros(
        (timestep.shape&#91;0&#93;, 0, temb.shape&#91;-1&#93;),
        device=temb.device,
        dtype=temb.dtype,
    )

    return (
        temb,
        timestep_proj,
        encoder_hidden_states,
        encoder_hidden_states_image,
    )</code></pre></details>
<h2 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2CrossAttention"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2CrossAttention</code></h2>
<pre class="doc-signature"><code>MatrixGame2CrossAttention(dim: int, num_heads: int, window_size = (-1, -1), qk_norm = True, eps = 1e-06, parallel_attention = False, quant_config: QuantizationConfig | None = None, prefix: str = &#x27;&#x27;)</code></pre>

<details><summary>Source</summary><pre><code>class MatrixGame2CrossAttention(WanSelfAttention):

    def forward(self, x, context, context_lens=None, crossattn_cache=None):
        r&quot;&quot;&quot;
        Args:
            x(Tensor): Shape &#91;B, L1, C&#93;
            context(Tensor): Shape &#91;B, L2, C&#93; - typically 257 image tokens
            context_lens(Tensor): Shape &#91;B&#93;
            crossattn_cache(dict): Optional cache for k/v during inference
        &quot;&quot;&quot;
        b, n, d = x.size(0), self.num_heads, self.head_dim

        # compute query, key, value
        q = self.norm_q(self.to_q(x)&#91;0&#93;).view(b, -1, n, d)

        if crossattn_cache is not None:
            if not crossattn_cache&#91;&quot;is_init&quot;&#93;:
                crossattn_cache&#91;&quot;is_init&quot;&#93; = True
                k = self.norm_k(self.to_k(context)&#91;0&#93;).view(b, -1, n, d)
                v = self.to_v(context)&#91;0&#93;.view(b, -1, n, d)
                crossattn_cache&#91;&quot;k&quot;&#93; = k
                crossattn_cache&#91;&quot;v&quot;&#93; = v
            else:
                k = crossattn_cache&#91;&quot;k&quot;&#93;
                v = crossattn_cache&#91;&quot;v&quot;&#93;
        else:
            k = self.norm_k(self.to_k(context)&#91;0&#93;).view(b, -1, n, d)
            v = self.to_v(context)&#91;0&#93;.view(b, -1, n, d)

        # compute attention
        x = self.attn(q, k, v)

        # output
        x = x.flatten(2)
        x, _ = self.to_out(x)
        return x</code></pre></details>
<h3 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2CrossAttention.forward"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2CrossAttention.forward</code></h3>
<pre class="doc-signature"><code>forward(x, context, context_lens = None, crossattn_cache = None)</code></pre>
<h4>Parameters</h4>
<dl>
<dt><code>x: Tensor</code></dt><dd><p>Shape [B, L1, C]</p></dd>
<dt><code>context: Tensor</code></dt><dd><p>Shape [B, L2, C] - typically 257 image tokens</p></dd>
<dt><code>context_lens: Tensor</code></dt><dd><p>Shape [B]</p></dd>
<dt><code>crossattn_cache: dict</code></dt><dd><p>Optional cache for k/v during inference</p></dd>
</dl>
<details><summary>Source</summary><pre><code>def forward(self, x, context, context_lens=None, crossattn_cache=None):
    r&quot;&quot;&quot;
    Args:
        x(Tensor): Shape &#91;B, L1, C&#93;
        context(Tensor): Shape &#91;B, L2, C&#93; - typically 257 image tokens
        context_lens(Tensor): Shape &#91;B&#93;
        crossattn_cache(dict): Optional cache for k/v during inference
    &quot;&quot;&quot;
    b, n, d = x.size(0), self.num_heads, self.head_dim

    # compute query, key, value
    q = self.norm_q(self.to_q(x)&#91;0&#93;).view(b, -1, n, d)

    if crossattn_cache is not None:
        if not crossattn_cache&#91;&quot;is_init&quot;&#93;:
            crossattn_cache&#91;&quot;is_init&quot;&#93; = True
            k = self.norm_k(self.to_k(context)&#91;0&#93;).view(b, -1, n, d)
            v = self.to_v(context)&#91;0&#93;.view(b, -1, n, d)
            crossattn_cache&#91;&quot;k&quot;&#93; = k
            crossattn_cache&#91;&quot;v&quot;&#93; = v
        else:
            k = crossattn_cache&#91;&quot;k&quot;&#93;
            v = crossattn_cache&#91;&quot;v&quot;&#93;
    else:
        k = self.norm_k(self.to_k(context)&#91;0&#93;).view(b, -1, n, d)
        v = self.to_v(context)&#91;0&#93;.view(b, -1, n, d)

    # compute attention
    x = self.attn(q, k, v)

    # output
    x = x.flatten(2)
    x, _ = self.to_out(x)
    return x</code></pre></details>
<h2 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2TransformerBlock"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2TransformerBlock</code></h2>
<pre class="doc-signature"><code>MatrixGame2TransformerBlock(dim: int, ffn_dim: int, num_heads: int, qk_norm: str = &#x27;rms_norm_across_heads&#x27;, cross_attn_norm: bool = False, eps: float = 1e-06, added_kv_proj_dim: int | None = None, supported_attention_backends: tuple&#91;AttentionBackendEnum, ...&#93; | None = None, prefix: str = &#x27;&#x27;, action_config: dict | None = None)</code></pre>


<details><summary>Source</summary><pre><code>class MatrixGame2TransformerBlock(nn.Module):

    def __init__(
        self,
        dim: int,
        ffn_dim: int,
        num_heads: int,
        qk_norm: str = &quot;rms_norm_across_heads&quot;,
        cross_attn_norm: bool = False,
        eps: float = 1e-6,
        added_kv_proj_dim: int | None = None,
        supported_attention_backends: tuple&#91;AttentionBackendEnum, ...&#93;
        | None = None,
        prefix: str = &quot;&quot;,
        action_config: dict | None = None,
    ):
        super().__init__()
        action_config = action_config or &#123;&#125;

        # 1. Self-attention
        self.norm1 = FP32LayerNorm(dim, eps, elementwise_affine=False)
        self.to_q = ReplicatedLinear(dim, dim, bias=True)
        self.to_k = ReplicatedLinear(dim, dim, bias=True)
        self.to_v = ReplicatedLinear(dim, dim, bias=True)

        self.to_out = ReplicatedLinear(dim, dim, bias=True)
        self.attn1 = DistributedAttention(
            num_heads=num_heads,
            head_size=dim // num_heads,
            causal=False,
            supported_attention_backends=supported_attention_backends,
            prefix=f&quot;&#123;prefix&#125;.attn1&quot;,
        )
        self.hidden_dim = dim
        self.num_attention_heads = num_heads
        dim_head = dim // num_heads
        if qk_norm == &quot;rms_norm&quot;:
            self.norm_q = RMSNorm(dim_head, eps=eps)
            self.norm_k = RMSNorm(dim_head, eps=eps)
        elif qk_norm == &quot;rms_norm_across_heads&quot;:
            # LTX applies qk norm across all heads
            self.norm_q = RMSNorm(dim, eps=eps)
            self.norm_k = RMSNorm(dim, eps=eps)
        else:
            print(&quot;QK Norm type not supported&quot;)
            raise Exception
        assert cross_attn_norm is True
        self.self_attn_residual_norm = ScaleResidualLayerNormScaleShift(
            dim,
            norm_type=&quot;layer&quot;,
            eps=eps,
            elementwise_affine=True,
            dtype=torch.float32,
            compute_dtype=torch.float32,
        )

        # 2. Cross-attention
        if added_kv_proj_dim is not None:
            # I2V
            self.attn2 = WanI2VCrossAttention(dim, num_heads, qk_norm=qk_norm, eps=eps)
        else:
            # T2V
            self.attn2 = WanT2VCrossAttention(dim, num_heads, qk_norm=qk_norm, eps=eps)
        self.cross_attn_residual_norm = ScaleResidualLayerNormScaleShift(
            dim,
            norm_type=&quot;layer&quot;,
            eps=eps,
            elementwise_affine=False,
            dtype=torch.float32,
            compute_dtype=torch.float32,
        )

        # 2.1. Action Module Integration
        self.use_action_module = len(action_config) &gt; 0
        if self.use_action_module:
            self.action_model = ActionModule(**action_config)
        else:
            self.action_model = None

        # 3. Feed-forward
        self.ffn = MLP(dim, ffn_dim, act_type=&quot;gelu_pytorch_tanh&quot;)
        self.mlp_residual = ScaleResidual()

        self.scale_shift_table = nn.Parameter(torch.randn(1, 6, dim) / dim**0.5)

    def forward(
        self,
        hidden_states: torch.Tensor,
        encoder_hidden_states: torch.Tensor,
        temb: torch.Tensor,
        freqs_cis: tuple&#91;torch.Tensor, torch.Tensor&#93;,
        # Action Module specific args
        grid_sizes: torch.Tensor,
        mouse_cond: torch.Tensor | None = None,
        keyboard_cond: torch.Tensor | None = None,
    ) -&gt; torch.Tensor:
        if hidden_states.dim() == 4:
            hidden_states = hidden_states.squeeze(1)
        orig_dtype = hidden_states.dtype

        if temb.dim() == 4:
            # temb: batch_size, seq_len, 6, inner_dim (wan2.2 ti2v)
            (
                shift_msa,
                scale_msa,
                gate_msa,
                c_shift_msa,
                c_scale_msa,
                c_gate_msa,
            ) = (self.scale_shift_table.unsqueeze(0) + temb.float()).chunk(6, dim=2)
            # batch_size, seq_len, 1, inner_dim
            shift_msa = shift_msa.squeeze(2)
            scale_msa = scale_msa.squeeze(2)
            gate_msa = gate_msa.squeeze(2)
            c_shift_msa = c_shift_msa.squeeze(2)
            c_scale_msa = c_scale_msa.squeeze(2)
            c_gate_msa = c_gate_msa.squeeze(2)
        else:
            # temb: batch_size, 6, inner_dim (wan2.1/wan2.2 14B)
            e = self.scale_shift_table + temb.float()
            (
                shift_msa,
                scale_msa,
                gate_msa,
                c_shift_msa,
                c_scale_msa,
                c_gate_msa,
            ) = e.chunk(6, dim=1)
        assert shift_msa.dtype == torch.float32

        # 1. Self-attention
        norm_hidden_states = (self.norm1(hidden_states.float()) * (1 + scale_msa) + shift_msa).to(orig_dtype)
        query, _ = self.to_q(norm_hidden_states)
        key, _ = self.to_k(norm_hidden_states)
        value, _ = self.to_v(norm_hidden_states)

        if self.norm_q is not None:
            query = self.norm_q(query)
        if self.norm_k is not None:
            key = self.norm_k(key)

        query = query.squeeze(1).unflatten(2, (self.num_attention_heads, -1))
        key = key.squeeze(1).unflatten(2, (self.num_attention_heads, -1))
        value = value.squeeze(1).unflatten(2, (self.num_attention_heads, -1))

        # Apply rotary embeddings
        cos, sin = freqs_cis
        query, key = (
            _apply_rotary_emb(query, cos, sin, is_neox_style=False),
            _apply_rotary_emb(key, cos, sin, is_neox_style=False),
        )

        attn_output, _ = self.attn1(query, key, value)
        attn_output = attn_output.flatten(2)
        attn_output, _ = self.to_out(attn_output)
        attn_output = attn_output.squeeze(1)

        null_shift = null_scale = torch.tensor(&#91;0&#93;, device=hidden_states.device)
        norm_hidden_states, hidden_states = self.self_attn_residual_norm(hidden_states, attn_output, gate_msa,
                                                                         null_shift, null_scale)
        norm_hidden_states, hidden_states = (
            norm_hidden_states.to(orig_dtype),
            hidden_states.to(orig_dtype),
        )

        # 2. Cross-attention
        attn_output = self.attn2(norm_hidden_states, context=encoder_hidden_states, context_lens=None)
        norm_hidden_states, hidden_states = self.cross_attn_residual_norm(hidden_states, attn_output, 1, c_shift_msa,
                                                                          c_scale_msa)
        norm_hidden_states, hidden_states = (
            norm_hidden_states.to(orig_dtype),
            hidden_states.to(orig_dtype),
        )

        # ================= Action Module =================
        if self.action_model is not None:
            if mouse_cond is not None or keyboard_cond is not None:
                # grid_sizes is expected to be &#91;F, H, W&#93;
                # ActionModule implementation takes hidden_states directly
                hidden_states = self.action_model(
                    hidden_states,
                    int(grid_sizes&#91;0&#93;),
                    int(grid_sizes&#91;1&#93;),
                    int(grid_sizes&#91;2&#93;),
                    mouse_cond,
                    keyboard_cond,
                    num_frame_per_block=int(grid_sizes&#91;0&#93;),
                )
        # =================================================

        # 3. Feed-forward
        ff_output = self.ffn(norm_hidden_states)
        hidden_states = self.mlp_residual(hidden_states, ff_output, c_gate_msa)
        hidden_states = hidden_states.to(orig_dtype)

        return hidden_states</code></pre></details>
<h3 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2TransformerBlock.forward"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2TransformerBlock.forward</code></h3>
<pre class="doc-signature"><code>forward(hidden_states: torch.Tensor, encoder_hidden_states: torch.Tensor, temb: torch.Tensor, freqs_cis: tuple&#91;torch.Tensor, torch.Tensor&#93;, grid_sizes: torch.Tensor, mouse_cond: torch.Tensor | None = None, keyboard_cond: torch.Tensor | None = None) -&gt; torch.Tensor</code></pre>

<details><summary>Source</summary><pre><code>def forward(
    self,
    hidden_states: torch.Tensor,
    encoder_hidden_states: torch.Tensor,
    temb: torch.Tensor,
    freqs_cis: tuple&#91;torch.Tensor, torch.Tensor&#93;,
    # Action Module specific args
    grid_sizes: torch.Tensor,
    mouse_cond: torch.Tensor | None = None,
    keyboard_cond: torch.Tensor | None = None,
) -&gt; torch.Tensor:
    if hidden_states.dim() == 4:
        hidden_states = hidden_states.squeeze(1)
    orig_dtype = hidden_states.dtype

    if temb.dim() == 4:
        # temb: batch_size, seq_len, 6, inner_dim (wan2.2 ti2v)
        (
            shift_msa,
            scale_msa,
            gate_msa,
            c_shift_msa,
            c_scale_msa,
            c_gate_msa,
        ) = (self.scale_shift_table.unsqueeze(0) + temb.float()).chunk(6, dim=2)
        # batch_size, seq_len, 1, inner_dim
        shift_msa = shift_msa.squeeze(2)
        scale_msa = scale_msa.squeeze(2)
        gate_msa = gate_msa.squeeze(2)
        c_shift_msa = c_shift_msa.squeeze(2)
        c_scale_msa = c_scale_msa.squeeze(2)
        c_gate_msa = c_gate_msa.squeeze(2)
    else:
        # temb: batch_size, 6, inner_dim (wan2.1/wan2.2 14B)
        e = self.scale_shift_table + temb.float()
        (
            shift_msa,
            scale_msa,
            gate_msa,
            c_shift_msa,
            c_scale_msa,
            c_gate_msa,
        ) = e.chunk(6, dim=1)
    assert shift_msa.dtype == torch.float32

    # 1. Self-attention
    norm_hidden_states = (self.norm1(hidden_states.float()) * (1 + scale_msa) + shift_msa).to(orig_dtype)
    query, _ = self.to_q(norm_hidden_states)
    key, _ = self.to_k(norm_hidden_states)
    value, _ = self.to_v(norm_hidden_states)

    if self.norm_q is not None:
        query = self.norm_q(query)
    if self.norm_k is not None:
        key = self.norm_k(key)

    query = query.squeeze(1).unflatten(2, (self.num_attention_heads, -1))
    key = key.squeeze(1).unflatten(2, (self.num_attention_heads, -1))
    value = value.squeeze(1).unflatten(2, (self.num_attention_heads, -1))

    # Apply rotary embeddings
    cos, sin = freqs_cis
    query, key = (
        _apply_rotary_emb(query, cos, sin, is_neox_style=False),
        _apply_rotary_emb(key, cos, sin, is_neox_style=False),
    )

    attn_output, _ = self.attn1(query, key, value)
    attn_output = attn_output.flatten(2)
    attn_output, _ = self.to_out(attn_output)
    attn_output = attn_output.squeeze(1)

    null_shift = null_scale = torch.tensor(&#91;0&#93;, device=hidden_states.device)
    norm_hidden_states, hidden_states = self.self_attn_residual_norm(hidden_states, attn_output, gate_msa,
                                                                     null_shift, null_scale)
    norm_hidden_states, hidden_states = (
        norm_hidden_states.to(orig_dtype),
        hidden_states.to(orig_dtype),
    )

    # 2. Cross-attention
    attn_output = self.attn2(norm_hidden_states, context=encoder_hidden_states, context_lens=None)
    norm_hidden_states, hidden_states = self.cross_attn_residual_norm(hidden_states, attn_output, 1, c_shift_msa,
                                                                      c_scale_msa)
    norm_hidden_states, hidden_states = (
        norm_hidden_states.to(orig_dtype),
        hidden_states.to(orig_dtype),
    )

    # ================= Action Module =================
    if self.action_model is not None:
        if mouse_cond is not None or keyboard_cond is not None:
            # grid_sizes is expected to be &#91;F, H, W&#93;
            # ActionModule implementation takes hidden_states directly
            hidden_states = self.action_model(
                hidden_states,
                int(grid_sizes&#91;0&#93;),
                int(grid_sizes&#91;1&#93;),
                int(grid_sizes&#91;2&#93;),
                mouse_cond,
                keyboard_cond,
                num_frame_per_block=int(grid_sizes&#91;0&#93;),
            )
    # =================================================

    # 3. Feed-forward
    ff_output = self.ffn(norm_hidden_states)
    hidden_states = self.mlp_residual(hidden_states, ff_output, c_gate_msa)
    hidden_states = hidden_states.to(orig_dtype)

    return hidden_states</code></pre></details>
<h2 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2WanModel"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2WanModel</code></h2>
<pre class="doc-signature"><code>MatrixGame2WanModel(config: MatrixGame2WanVideoConfig, hf_config: dict&#91;str, Any&#93;, **kwargs)</code></pre>


<details><summary>Source</summary><pre><code>class MatrixGame2WanModel(BaseDiT):
    # Marker for action input support (Matrix-Game)
    supports_action_input = True

    _fsdp_shard_conditions = _DEFAULT_MATRIXGAME2_CONFIG._fsdp_shard_conditions
    _compile_conditions = _DEFAULT_MATRIXGAME2_CONFIG._compile_conditions
    _supported_attention_backends = (_DEFAULT_MATRIXGAME2_CONFIG._supported_attention_backends)
    param_names_mapping = _DEFAULT_MATRIXGAME2_CONFIG.param_names_mapping
    reverse_param_names_mapping = (_DEFAULT_MATRIXGAME2_CONFIG.reverse_param_names_mapping)
    lora_param_names_mapping = (_DEFAULT_MATRIXGAME2_CONFIG.lora_param_names_mapping)

    def __init__(
        self,
        config: MatrixGame2WanVideoConfig,
        hf_config: dict&#91;str, Any&#93;,
        **kwargs,
    ) -&gt; None:
        super().__init__(config=config, hf_config=hf_config)

        inner_dim = config.num_attention_heads * config.attention_head_dim
        self.hidden_size = config.hidden_size
        self.num_attention_heads = config.num_attention_heads
        self.num_channels_latents = config.out_channels
        self.patch_size = config.patch_size

        # 1. Patch &amp; position embedding
        self.patch_embedding = PatchEmbed(
            in_chans=config.in_channels,
            embed_dim=inner_dim,
            patch_size=config.patch_size,
            flatten=False,
        )

        # 2. Condition embeddings
        self.condition_embedder = MatrixGame2TimeImageEmbedding(
            dim=inner_dim,
            time_freq_dim=config.freq_dim,
            image_embed_dim=config.image_dim,
        )

        # 2.1. Get action config
        self.action_config = getattr(config, &quot;action_config&quot;, &#123;&#125;)

        # 3. Transformer blocks
        self.blocks = nn.ModuleList(&#91;
            MatrixGame2TransformerBlock(
                inner_dim,
                config.ffn_dim,
                config.num_attention_heads,
                config.qk_norm,
                config.cross_attn_norm,
                config.eps,
                config.added_kv_proj_dim,
                self._supported_attention_backends,
                prefix=f&quot;&#123;getattr(config, &#x27;prefix&#x27;, &#x27;Wan&#x27;)&#125;.blocks.&#123;i&#125;&quot;,
                action_config=self.action_config,
            ) for i in range(config.num_layers)
        &#93;)

        # 4. Output norm &amp; projection
        self.norm_out = LayerNormScaleShift(
            inner_dim,
            norm_type=&quot;layer&quot;,
            eps=config.eps,
            elementwise_affine=False,
            dtype=torch.float32,
            compute_dtype=torch.float32,
        )
        self.proj_out = nn.Linear(inner_dim, config.out_channels * math.prod(config.patch_size))
        self.scale_shift_table = nn.Parameter(torch.randn(1, 2, inner_dim) / inner_dim**0.5)

        self.gradient_checkpointing = False

    def forward(
        self,
        hidden_states: torch.Tensor,
        encoder_hidden_states: torch.Tensor | list&#91;torch.Tensor&#93;,
        timestep: torch.LongTensor,
        encoder_hidden_states_image: torch.Tensor
        | list&#91;torch.Tensor&#93;
        | None = None,
        # Action inputs
        mouse_cond: torch.Tensor | None = None,
        keyboard_cond: torch.Tensor | None = None,
        **kwargs,
    ) -&gt; torch.Tensor:
        if encoder_hidden_states is not None and not isinstance(encoder_hidden_states, torch.Tensor):
            encoder_hidden_states = encoder_hidden_states&#91;0&#93;
        if (isinstance(encoder_hidden_states_image, list) and len(encoder_hidden_states_image) &gt; 0):
            encoder_hidden_states_image = encoder_hidden_states_image&#91;0&#93;
        elif not isinstance(encoder_hidden_states_image, torch.Tensor):
            encoder_hidden_states_image = None

        batch_size, num_channels, num_frames, height, width = (hidden_states.shape)
        p_t, p_h, p_w = self.patch_size
        post_patch_num_frames = num_frames // p_t
        post_patch_height = height // p_h
        post_patch_width = width // p_w

        # Get rotary embeddings
        d = self.hidden_size // self.num_attention_heads
        rope_dim_list = &#91;d - 4 * (d // 6), 2 * (d // 6), 2 * (d // 6)&#93;
        freqs_cos, freqs_sin = get_rotary_pos_embed(
            (
                post_patch_num_frames * get_sp_world_size(),
                post_patch_height,
                post_patch_width,
            ),
            self.hidden_size,
            self.num_attention_heads,
            rope_dim_list,
            dtype=torch.float32 if current_platform.is_mps() else torch.float64,
            rope_theta=10000,
            do_sp_sharding=True,
        )
        freqs_cos = freqs_cos.to(hidden_states.device)
        freqs_sin = freqs_sin.to(hidden_states.device)
        freqs_cis = ((freqs_cos.float(), freqs_sin.float()) if freqs_cos is not None else None)

        hidden_states = self.patch_embedding(hidden_states)
        hidden_states = hidden_states.flatten(2).transpose(1, 2)

        if timestep.dim() == 2:
            timestep = timestep.flatten()

        (
            temb,
            timestep_proj,
            encoder_hidden_states,
            encoder_hidden_states_image,
        ) = self.condition_embedder(timestep, encoder_hidden_states, encoder_hidden_states_image)
        timestep_proj = timestep_proj.unflatten(1, (6, -1))

        if encoder_hidden_states is not None:
            if isinstance(encoder_hidden_states, list):
                encoder_hidden_states = encoder_hidden_states&#91;0&#93;
            elif encoder_hidden_states.ndim == 2:
                encoder_hidden_states = encoder_hidden_states.unsqueeze(0)
        else:
            # encoder_hidden_states is None (e.g. no text encoder)
            # Matrix-Game 2.0 uses image-action cross-attn.
            pass

        if encoder_hidden_states_image is not None:
            if encoder_hidden_states is not None:
                encoder_hidden_states = torch.concat(&#91;encoder_hidden_states_image, encoder_hidden_states&#93;, dim=1)
            else:
                encoder_hidden_states = encoder_hidden_states_image

        # This is &#91;F, H, W&#93; for the ActionModule
        grid_sizes = torch.tensor(
            &#91;post_patch_num_frames, post_patch_height, post_patch_width&#93;,
            device=hidden_states.device,
        )

        # Blocks
        for block in self.blocks:
            if torch.is_grad_enabled() and self.gradient_checkpointing:
                hidden_states = self._gradient_checkpointing_func(
                    block,
                    hidden_states,
                    encoder_hidden_states,
                    timestep_proj,
                    freqs_cis,
                    grid_sizes=grid_sizes,
                    mouse_cond=mouse_cond,
                    keyboard_cond=keyboard_cond,
                )
            else:
                hidden_states = block(
                    hidden_states,
                    encoder_hidden_states,
                    timestep_proj,
                    freqs_cis,
                    grid_sizes=grid_sizes,
                    mouse_cond=mouse_cond,
                    keyboard_cond=keyboard_cond,
                )

        # Output
        shift, scale = (self.scale_shift_table + temb.unsqueeze(1)).chunk(2, dim=1)
        hidden_states = self.norm_out(hidden_states, shift, scale)
        hidden_states = self.proj_out(hidden_states)

        hidden_states = hidden_states.reshape(
            batch_size,
            post_patch_num_frames,
            post_patch_height,
            post_patch_width,
            p_t,
            p_h,
            p_w,
            -1,
        )
        hidden_states = hidden_states.permute(0, 7, 1, 4, 2, 5, 3, 6)
        output = hidden_states.flatten(6, 7).flatten(4, 5).flatten(2, 3)

        return output</code></pre></details>
<h3 id="fastvideo.models.dits.matrixgame2.model.MatrixGame2WanModel.forward"><code>fastvideo.models.dits.matrixgame2.model.MatrixGame2WanModel.forward</code></h3>
<pre class="doc-signature"><code>forward(hidden_states: torch.Tensor, encoder_hidden_states: torch.Tensor | list&#91;torch.Tensor&#93;, timestep: torch.LongTensor, encoder_hidden_states_image: torch.Tensor | list&#91;torch.Tensor&#93; | None = None, mouse_cond: torch.Tensor | None = None, keyboard_cond: torch.Tensor | None = None, **kwargs) -&gt; torch.Tensor</code></pre>

<details><summary>Source</summary><pre><code>def forward(
    self,
    hidden_states: torch.Tensor,
    encoder_hidden_states: torch.Tensor | list&#91;torch.Tensor&#93;,
    timestep: torch.LongTensor,
    encoder_hidden_states_image: torch.Tensor
    | list&#91;torch.Tensor&#93;
    | None = None,
    # Action inputs
    mouse_cond: torch.Tensor | None = None,
    keyboard_cond: torch.Tensor | None = None,
    **kwargs,
) -&gt; torch.Tensor:
    if encoder_hidden_states is not None and not isinstance(encoder_hidden_states, torch.Tensor):
        encoder_hidden_states = encoder_hidden_states&#91;0&#93;
    if (isinstance(encoder_hidden_states_image, list) and len(encoder_hidden_states_image) &gt; 0):
        encoder_hidden_states_image = encoder_hidden_states_image&#91;0&#93;
    elif not isinstance(encoder_hidden_states_image, torch.Tensor):
        encoder_hidden_states_image = None

    batch_size, num_channels, num_frames, height, width = (hidden_states.shape)
    p_t, p_h, p_w = self.patch_size
    post_patch_num_frames = num_frames // p_t
    post_patch_height = height // p_h
    post_patch_width = width // p_w

    # Get rotary embeddings
    d = self.hidden_size // self.num_attention_heads
    rope_dim_list = &#91;d - 4 * (d // 6), 2 * (d // 6), 2 * (d // 6)&#93;
    freqs_cos, freqs_sin = get_rotary_pos_embed(
        (
            post_patch_num_frames * get_sp_world_size(),
            post_patch_height,
            post_patch_width,
        ),
        self.hidden_size,
        self.num_attention_heads,
        rope_dim_list,
        dtype=torch.float32 if current_platform.is_mps() else torch.float64,
        rope_theta=10000,
        do_sp_sharding=True,
    )
    freqs_cos = freqs_cos.to(hidden_states.device)
    freqs_sin = freqs_sin.to(hidden_states.device)
    freqs_cis = ((freqs_cos.float(), freqs_sin.float()) if freqs_cos is not None else None)

    hidden_states = self.patch_embedding(hidden_states)
    hidden_states = hidden_states.flatten(2).transpose(1, 2)

    if timestep.dim() == 2:
        timestep = timestep.flatten()

    (
        temb,
        timestep_proj,
        encoder_hidden_states,
        encoder_hidden_states_image,
    ) = self.condition_embedder(timestep, encoder_hidden_states, encoder_hidden_states_image)
    timestep_proj = timestep_proj.unflatten(1, (6, -1))

    if encoder_hidden_states is not None:
        if isinstance(encoder_hidden_states, list):
            encoder_hidden_states = encoder_hidden_states&#91;0&#93;
        elif encoder_hidden_states.ndim == 2:
            encoder_hidden_states = encoder_hidden_states.unsqueeze(0)
    else:
        # encoder_hidden_states is None (e.g. no text encoder)
        # Matrix-Game 2.0 uses image-action cross-attn.
        pass

    if encoder_hidden_states_image is not None:
        if encoder_hidden_states is not None:
            encoder_hidden_states = torch.concat(&#91;encoder_hidden_states_image, encoder_hidden_states&#93;, dim=1)
        else:
            encoder_hidden_states = encoder_hidden_states_image

    # This is &#91;F, H, W&#93; for the ActionModule
    grid_sizes = torch.tensor(
        &#91;post_patch_num_frames, post_patch_height, post_patch_width&#93;,
        device=hidden_states.device,
    )

    # Blocks
    for block in self.blocks:
        if torch.is_grad_enabled() and self.gradient_checkpointing:
            hidden_states = self._gradient_checkpointing_func(
                block,
                hidden_states,
                encoder_hidden_states,
                timestep_proj,
                freqs_cis,
                grid_sizes=grid_sizes,
                mouse_cond=mouse_cond,
                keyboard_cond=keyboard_cond,
            )
        else:
            hidden_states = block(
                hidden_states,
                encoder_hidden_states,
                timestep_proj,
                freqs_cis,
                grid_sizes=grid_sizes,
                mouse_cond=mouse_cond,
                keyboard_cond=keyboard_cond,
            )

    # Output
    shift, scale = (self.scale_shift_table + temb.unsqueeze(1)).chunk(2, dim=1)
    hidden_states = self.norm_out(hidden_states, shift, scale)
    hidden_states = self.proj_out(hidden_states)

    hidden_states = hidden_states.reshape(
        batch_size,
        post_patch_num_frames,
        post_patch_height,
        post_patch_width,
        p_t,
        p_h,
        p_w,
        -1,
    )
    hidden_states = hidden_states.permute(0, 7, 1, 4, 2, 5, 3, 6)
    output = hidden_states.flatten(6, 7).flatten(4, 5).flatten(2, 3)

    return output</code></pre></details>
</div>
