#version 450 #include "types.glsl" #include "sum_rows.glsl" #extension GL_EXT_control_flow_attributes : enable #extension GL_KHR_shader_subgroup_arithmetic : enable #extension GL_KHR_shader_subgroup_basic : enable layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; layout (binding = 1) buffer D {D_TYPE data_d[];}; layout (binding = 2) readonly buffer T {D_TYPE data_t[];}; layout (constant_id = 0) const uint BLOCK_SIZE = 128; layout (constant_id = 1) const uint SUBGROUP_SIZE = 32; #define CEIL_DIV(a, b) (((a) + (b) - 1) / (b)) shared FLOAT_TYPE temp[BLOCK_SIZE / SUBGROUP_SIZE]; void main() { const uint row = gl_WorkGroupID.y; const uint tid = gl_LocalInvocationID.x; const uint i03 = fastdiv(row, p.ne0_12mp, p.ne0_12L); const uint i03_offset = i03 * p.ne01*p.ne02; const uint i02 = fastdiv(row - i03_offset, p.ne0_1mp, p.ne0_1L); const uint i01 = row - i03_offset - i02*p.ne01; const uint src_idx = get_aoffset() + i01 * p.nb01 + i02 * p.nb02 + i03 * p.nb03; const uint dst_idx = get_doffset() + i01 * p.nb11 + i02 * p.nb12 + i03 * p.nb13; const uint col = gl_GlobalInvocationID.x; float v = 0; // prefetch value we're adding to if (col < p.n_cols) { v = data_d[dst_idx + col]; } // compute the sum of all previous blocks uint c = tid; float sum = 0; while (c < gl_WorkGroupID.x) { sum += data_t[c + gl_NumWorkGroups.x * row]; c += BLOCK_SIZE; } sum = subgroupAdd(sum); if (gl_SubgroupInvocationID == 0) { temp[gl_SubgroupID] = sum; } barrier(); sum = 0; [[unroll]] for (uint s = 0; s < BLOCK_SIZE / SUBGROUP_SIZE; ++s) { sum += temp[s]; } // Add the sum to what the first pass computed if (col < p.n_cols) { data_d[dst_idx + col] = v + sum; } }