#version 450 #include "common.comp" #define IN_TYPE float #define IN_TYPE_SIZE 4 #define OUT_TYPE float16_t #define OUT_TYPE_SIZE 2 layout(local_size_x = 1024) in; layout (binding = 0) readonly buffer tensorIn { IN_TYPE in_[]; }; layout (binding = 1) writeonly buffer tensorOut { OUT_TYPE out_[]; }; layout (push_constant) uniform parameter { uint inOff; uint outOff; int ne00; int ne01; int ne02; uint nb00; uint nb01; uint nb02; uint nb03; int ne0; int ne1; int ne2; uint nb0; uint nb1; uint nb2; uint nb3; } pcs; void main() { const uint i03 = gl_WorkGroupID.z; const uint i02 = gl_WorkGroupID.y; const uint i01 = gl_WorkGroupID.x; const int n = int(i03)*pcs.ne02*pcs.ne01*pcs.ne00 + int(i02)*pcs.ne01*pcs.ne00 + int(i01)*pcs.ne00; const int i3 = n / (pcs.ne2*pcs.ne1*pcs.ne0); const int i2 = (n - i3*pcs.ne2*pcs.ne1*pcs.ne0) / (pcs.ne1*pcs.ne0); const int i1 = (n - i3*pcs.ne2*pcs.ne1*pcs.ne0 - i2*pcs.ne1*pcs.ne0) / pcs.ne0; const int i0 = (n - i3*pcs.ne2*pcs.ne1*pcs.ne0 - i2*pcs.ne1*pcs.ne0 - i1*pcs.ne0); const uint dst_data = (i3*pcs.nb3 + i2*pcs.nb2 + i1*pcs.nb1 + i0*pcs.nb0) / OUT_TYPE_SIZE + pcs.outOff; // Based from out_ for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) { const uint src = uint((i03*pcs.nb03 + i02*pcs.nb02 + i01*pcs.nb01 + i00*pcs.nb00) / IN_TYPE_SIZE) + pcs.inOff; // Based from in_ out_[dst_data+i00] = OUT_TYPE(in_[src]); } }