| 12345678910111213141516171819202122232425 |
- #version 450
- #include "common.comp"
- layout(local_size_x = 1) in;
- layout(binding = 0) buffer restrict readonly tensorInA { float inA[]; };
- layout(binding = 1) buffer restrict readonly tensorInB { float inB[]; };
- layout(binding = 2) buffer restrict writeonly tensorOut { float out_[]; };
- layout(push_constant) uniform PushConstants {
- uint inAOff;
- uint inBOff;
- uint outOff;
- uint row;
- } pcs;
- void main() {
- const uint baseIndex = gl_WorkGroupID.x * 4;
- for (uint x = 0; x < 4; x++) {
- const uint i = baseIndex + x;
- out_[i + pcs.outOff] = inA[i + pcs.inAOff] + inB[(i % pcs.row) + pcs.inBOff];
- }
- }
|