op_mul_mat_mat_f32.comp 1.3 KB

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  1. #version 450
  2. #include "common.comp"
  3. #extension GL_KHR_shader_subgroup_arithmetic : require
  4. #extension GL_EXT_debug_printf : enable
  5. // device subgroup size
  6. layout (local_size_x_id = 0) in;
  7. layout(binding = 0) readonly buffer tensorInA { float inA[]; };
  8. layout(binding = 1) readonly buffer tensorInB { float inB[]; };
  9. layout(binding = 2) writeonly buffer tensorOut { float out_[]; };
  10. layout(push_constant) uniform parameter {
  11. uint inAOff;
  12. uint inBOff;
  13. uint outOff;
  14. int ne00;
  15. int ne01;
  16. int ne02;
  17. int ne11;
  18. int ne12;
  19. uint nb01;
  20. uint nb02;
  21. uint nb11;
  22. uint nb12;
  23. uint nb1;
  24. uint nb2;
  25. }
  26. pcs;
  27. void main() {
  28. uvec3 gid = gl_WorkGroupID;
  29. uint bc_ab = pcs.ne12 > pcs.ne02 ? gid.z / (pcs.ne12 / pcs.ne02) : gid.z;
  30. uint bc_ba = pcs.ne02 > pcs.ne12 ? gid.z / (pcs.ne02 / pcs.ne12) : gid.z;
  31. const uint x = (gid.x*pcs.nb01 + bc_ab*pcs.nb02) / 4 + pcs.inAOff; // Based from inA
  32. const uint y = (gid.y*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB
  33. float sum = 0.0f;
  34. for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) {
  35. sum += float(inA[x+i]) * float(inB[y+i]);
  36. }
  37. const float all_sum = subgroupAdd(sum);
  38. if (subgroupElect()) {
  39. out_[gid.z*(pcs.nb2/4) + gid.y*(pcs.nb1/4) + gid.x + pcs.outOff] = all_sum;
  40. }
  41. }