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- #version 450
- #include "common.comp"
- layout(local_size_x = 512) in;
- layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; };
- layout(binding = 1) buffer restrict tensorOut { float out_[]; };
- layout(push_constant) uniform PushConstants {
- uint inOff;
- uint outOff;
- uint ne00;
- uint nb01;
- float eps;
- } pcs;
- shared float sum[gl_WorkGroupSize.x];
- void main() {
- const uint x = (gl_WorkGroupID.x*pcs.nb01/4) + pcs.inOff; // Based from in_
- // parallel sum
- sum[gl_LocalInvocationID.x] = 0.0;
- for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) {
- sum[gl_LocalInvocationID.x] += in_[x+i00] * in_[x+i00];
- }
- // reduce
- barrier();
- memoryBarrierShared();
- [[unroll]] for (uint i = gl_WorkGroupSize.x/2; i > 0; i /= 2) {
- if (gl_LocalInvocationID.x < i) {
- sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i];
- }
- barrier();
- memoryBarrierShared();
- }
- // broadcast
- if (gl_LocalInvocationID.x == 0) {
- sum[0] /= float(pcs.ne00);
- }
- barrier();
- memoryBarrierShared();
- const float scale = 1.0f/sqrt(sum[0] + pcs.eps);
- const uint y = (gl_WorkGroupID.x*pcs.ne00) + pcs.outOff; // Based from out_
- for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) {
- out_[y+i00] = in_[x+i00] * scale;
- }
- }
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