| layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; | |
| layout (binding = 0) readonly buffer A {float data_a[];}; | |
| layout (binding = 0) readonly buffer A4 {vec4 data_a4[];}; | |
| layout (binding = 1) writeonly buffer D {float data_d[];}; | |
| layout (binding = 1) writeonly buffer D4 {vec4 data_d4[];}; | |
| layout (push_constant) uniform parameter { | |
| uint ne; | |
| uint k_num; | |
| } p; | |
| void main() { | |
| // Each invocation handles four consecutive components | |
| const uint idx = gl_GlobalInvocationID.x * 4; | |
| if (idx >= p.ne) { | |
| return; | |
| } | |
| // Check if all four components are in bounds and aligned, | |
| // then use vector loads | |
| if (idx + 3 < p.ne && (p.ne % 4) == 0) { | |
| vec4 result = vec4(0.0f); | |
| [[unroll]] for (uint i = 0; i < p.k_num; i++) { | |
| result += data_a4[(i * p.ne + idx) / 4]; | |
| } | |
| data_d4[idx / 4] = result; | |
| } else { | |
| [[unroll]] for (uint j = 0; j < 4; ++j) { | |
| if (idx + j < p.ne) { | |
| float result = 0.0f; | |
| [[unroll]] for (uint i = 0; i < p.k_num; i++) { | |
| result += data_a[i * p.ne + idx + j]; | |
| } | |
| data_d[idx + j] = result; | |
| } | |
| } | |
| } | |
| } | |