#version 450 #include "common.comp" layout(local_size_x = 256) in; layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; }; layout(binding = 1) buffer restrict tensorOut { float out_[]; }; layout(push_constant) uniform PushConstants { uint inOff; uint outOff; uint ne00; uint nb01; float eps; } pcs; shared float sum[gl_WorkGroupSize.x]; void main() { const uint x = (gl_WorkGroupID.x*pcs.nb01/4) + pcs.inOff; // Based from in_ // MEAN // parallel sum sum[gl_LocalInvocationID.x] = 0.0; for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) { sum[gl_LocalInvocationID.x] += in_[x+i00]; } // reduce barrier(); memoryBarrierShared(); [[unroll]] for (uint i = gl_WorkGroupSize.x/2; i > 0; i /= 2) { if (gl_LocalInvocationID.x < i) { sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i]; } barrier(); memoryBarrierShared(); } // broadcast if (gl_LocalInvocationID.x == 0) { sum[0] /= float(pcs.ne00); } barrier(); memoryBarrierShared(); const float mean = sum[0]; // recenter const uint y = (gl_WorkGroupID.x*pcs.ne00) + pcs.outOff; // Based from out_ for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) { out_[y+i00] = in_[x+i00] - mean; } // VARIANCE // parallel sum sum[gl_LocalInvocationID.x] = 0.0; for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) { sum[gl_LocalInvocationID.x] += out_[y+i00] * out_[y+i00]; } // reduce barrier(); memoryBarrierShared(); [[unroll]] for (uint i = gl_WorkGroupSize.x/2; i > 0; i /= 2) { if (gl_LocalInvocationID.x < i) { sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i]; } barrier(); memoryBarrierShared(); } // broadcast if (gl_LocalInvocationID.x == 0) { sum[0] /= float(pcs.ne00); } barrier(); memoryBarrierShared(); const float variance = sum[0]; const float scale = 1.0f/sqrt(variance + pcs.eps); for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) { out_[y+i00] *= scale; } }