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- #version 450
- #include "common.comp"
- #extension GL_KHR_shader_subgroup_arithmetic : require
- #extension GL_EXT_debug_printf : enable
- // device subgroup size
- layout (local_size_x_id = 0) in;
- layout(binding = 0) readonly buffer tensorInA { float 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;
- int ne11;
- int ne12;
- uint nb01;
- uint nb02;
- uint nb11;
- uint nb12;
- uint nb1;
- uint nb2;
- }
- pcs;
- void main() {
- uvec3 gid = gl_WorkGroupID;
- uint bc_ab = pcs.ne12 > pcs.ne02 ? gid.z / (pcs.ne12 / pcs.ne02) : gid.z;
- uint bc_ba = pcs.ne02 > pcs.ne12 ? gid.z / (pcs.ne02 / pcs.ne12) : gid.z;
- const uint x = (gid.x*pcs.nb01 + bc_ab*pcs.nb02) / 4 + pcs.inAOff; // Based from inA
- const uint y = (gid.y*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB
- float sum = 0.0f;
- for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) {
- sum += float(inA[x+i]) * float(inB[y+i]);
- }
- const float all_sum = subgroupAdd(sum);
- if (subgroupElect()) {
- out_[gid.z*(pcs.nb2/4) + gid.y*(pcs.nb1/4) + gid.x + pcs.outOff] = all_sum;
- }
- }
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