#extension GL_EXT_shader_16bit_storage : require layout (push_constant) uniform parameter { uint ne; uint ne00; uint ne01; uint ne02; uint ne03; uint nb00; uint nb01; uint nb02; uint nb03; uint ne10; uint ne11; uint ne12; uint ne13; uint nb10; uint nb11; uint nb12; uint nb13; uint ne20; uint ne21; uint ne22; uint ne23; uint nb20; uint nb21; uint nb22; uint nb23; uint d_offset; float param1; float param2; int param3; } p; layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; layout (binding = 1) readonly buffer B {B_TYPE data_b[];}; layout (binding = 2) writeonly buffer D {D_TYPE data_d[];}; uint get_idx() { return gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x; } uint src0_idx(uint idx) { const uint i03 = idx / (p.ne02*p.ne01*p.ne00); const uint i03_offset = i03 * p.ne02*p.ne01*p.ne00; const uint i02 = (idx - i03_offset) / (p.ne01*p.ne00); const uint i02_offset = i02*p.ne01*p.ne00; const uint i01 = (idx - i03_offset - i02_offset) / p.ne00; const uint i00 = idx - i03_offset - i02_offset - i01*p.ne00; return i03*p.nb03 + i02*p.nb02 + i01*p.nb01 + i00*p.nb00; } uint src1_idx(uint idx) { const uint i03 = idx / (p.ne02*p.ne01*p.ne00); const uint i03_offset = i03 * p.ne02*p.ne01*p.ne00; const uint i02 = (idx - i03_offset) / (p.ne01*p.ne00); const uint i02_offset = i02*p.ne01*p.ne00; const uint i01 = (idx - i03_offset - i02_offset) / p.ne00; const uint i00 = idx - i03_offset - i02_offset - i01*p.ne00; return (i03 % p.ne13)*p.nb13 + (i02 % p.ne12)*p.nb12 + (i01 % p.ne11)*p.nb11 + (i00 % p.ne10)*p.nb10; } uint dst_idx(uint idx) { const uint i23 = idx / (p.ne22*p.ne21*p.ne20); const uint i23_offset = i23 * p.ne22*p.ne21*p.ne20; const uint i22 = (idx - i23_offset) / (p.ne21*p.ne20); const uint i22_offset = i22*p.ne21*p.ne20; const uint i21 = (idx - i23_offset - i22_offset) / p.ne20; const uint i20 = idx - i23_offset - i22_offset - i21*p.ne20; return i23*p.nb23 + i22*p.nb22 + i21*p.nb21 + i20*p.nb20; }