#version 450 #include "types.glsl" #include "generic_binary_head.glsl" // false for SET, true for ACC layout(constant_id = 1) const bool ACC = true; layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; void main() { const uint idx = gl_GlobalInvocationID.x; if (idx >= p.ne) { return; } const uint offset = p.param3; const uint src1_i = idx - offset; const uint i3 = src1_i / p.nb03; const uint rem2 = src1_i - i3 * p.nb03; const uint i2 = rem2 / p.nb02; const uint rem1 = rem2 - i2 * p.nb02; const uint i1 = rem1 / p.nb01; const uint i0 = rem1 % p.nb01; uint i00, i01, i02, i03; if (i0 < p.ne10 && i1 < p.ne11 && i2 < p.ne12 && i3 < p.ne13) { if (ACC) { data_d[get_doffset() + idx] = D_TYPE(FLOAT_TYPE(data_a[get_aoffset() + idx]) + FLOAT_TYPE(data_b[get_boffset() + src1_idx(i0, i1, i2, i3)])); } else { data_d[get_doffset() + idx] = D_TYPE(FLOAT_TYPE(data_b[get_boffset() + src1_idx(i0, i1, i2, i3)])); } } else { data_d[get_doffset() + idx] = D_TYPE(FLOAT_TYPE(data_a[get_aoffset() + idx])); } }