#version 450 #include "common.comp" #extension GL_KHR_shader_subgroup_arithmetic : require layout(local_size_x_id = 0) in; layout (binding = 0) readonly buffer tensorInA { float16_t inA[]; }; layout (binding = 1) readonly buffer tensorInB { float inB[]; }; layout (binding = 2) writeonly buffer tensorOut { float out_[]; }; layout (push_constant) uniform parameter { uint inAOff; uint inBOff; uint outOff; int ne00; uint nb01; uint nb02; uint nb11; uint nb12; uint ne02; uint ne12; int ne0; int ne1; } pcs; void main() { const uint r0 = gl_WorkGroupID.x; const uint r1 = gl_WorkGroupID.y; const uint im = gl_WorkGroupID.z; uint bc_ab = pcs.ne12 > pcs.ne02 ? im / (pcs.ne12 / pcs.ne02) : im; uint bc_ba = pcs.ne02 > pcs.ne12 ? im / (pcs.ne02 / pcs.ne12) : im; const uint x = (r0*pcs.nb01 + bc_ab*pcs.nb02) / 2 + pcs.inAOff; // Based from inA const uint y = (r1*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB float sumf = 0.0f; for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) { sumf += float(inA[x+i]) * float(inB[y+i]); } const float all_sum = subgroupAdd(sumf); if (subgroupElect()) { out_[im*pcs.ne1*pcs.ne0 + r1*pcs.ne0 + r0 + pcs.outOff] = all_sum; } }