#version 450 #include "common.comp" layout(local_size_x = 1) in; layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; }; layout(binding = 1) buffer restrict writeonly tensorOut { float out_[]; }; layout(push_constant) uniform PushConstants { uint inOff; uint outOff; uint n_past; int ne00; int ne01; } pcs; void main() { const uint i02 = gl_WorkGroupID.z; const uint i01 = gl_WorkGroupID.y; const uint i00 = gl_WorkGroupID.x; const uint index = i02*pcs.ne01*pcs.ne00 + i01*pcs.ne00 + i00; if (i00 > pcs.n_past + i01) { out_[index + pcs.outOff] = uintBitsToFloat(0xFF800000); } else { out_[index + pcs.outOff] = in_[index + pcs.inOff]; } }