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- #version 450
- #include "common.comp"
- #extension GL_KHR_shader_subgroup_arithmetic : require
- layout(local_size_x_id = 0) in;
- layout (binding = 0) readonly buffer tensorInA { float16_t inA[]; };
- layout (binding = 1) readonly buffer tensorInB { float inB[]; };
- layout (binding = 2) writeonly buffer tensorOut { float out_[]; };
- layout (push_constant) uniform parameter {
- uint inAOff;
- uint inBOff;
- uint outOff;
- int ne00;
- int ne01;
- int ne02;
- uint nb00;
- uint nb01;
- uint nb02;
- int ne10;
- int ne11;
- int ne12;
- uint nb10;
- uint nb11;
- uint nb12;
- int ne0;
- int ne1;
- uint r2;
- uint r3;
- } pcs;
- #define N_F16_F32 4
- void main() {
- const uint r0 = gl_WorkGroupID.x;
- const uint rb = gl_WorkGroupID.y*N_F16_F32;
- const uint im = gl_WorkGroupID.z;
- const uint i12 = im%pcs.ne12;
- const uint i13 = im/pcs.ne12;
- const uint offset0 = r0*pcs.nb01 + (i12/pcs.r2)*pcs.nb02 + (i13/pcs.r3)*pcs.nb02*pcs.ne02;
- const uint x = offset0 / 2 + pcs.inAOff; // Based from inA
- for (uint row = 0; row < N_F16_F32; ++row) {
- uint r1 = rb + row;
- if (r1 >= pcs.ne11) {
- break;
- }
- const uint y = (r1*pcs.nb11 + im*pcs.nb12) / 4 + pcs.inBOff; // Based from inB
- float sumf = 0;
- for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) {
- sumf += float(inA[x+i]) * float(inB[y+i]);
- }
- const float all_sum = subgroupAdd(sumf);
- if (subgroupElect()) {
- out_[im*pcs.ne1*pcs.ne0 + r1*pcs.ne0 + r0 + pcs.outOff] = all_sum;
- }
- }
- }
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