#version 450 #extension GL_EXT_control_flow_attributes : enable #extension GL_EXT_shader_16bit_storage : require #define BLOCK_SIZE 32 #define FLOAT_TYPE float layout(local_size_x = BLOCK_SIZE, 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 dst[];}; layout (push_constant) uniform parameter { uint ncols_x; uint nrows_x; uint nchannels_x; uint nchannels_y; uint b_offset; uint d_offset; } p; shared FLOAT_TYPE tmp[BLOCK_SIZE]; void main() { const uint tid = gl_LocalInvocationID.x; const uint row_x = gl_GlobalInvocationID.y; const uint channel = gl_GlobalInvocationID.z; const uint channel_x = channel / (p.nchannels_y / p.nchannels_x); const uint nrows_y = p.ncols_x; const uint nrows_dst = p.nrows_x; const uint row_dst = row_x; tmp[tid] = FLOAT_TYPE(0.0f); for (uint col_x0 = 0; col_x0 < p.ncols_x; col_x0 += BLOCK_SIZE) { const uint col_x = col_x0 + tid; if (col_x >= p.ncols_x) { break; } // x is transposed and permuted const uint ix = row_x*p.nchannels_x*p.ncols_x + channel_x*p.ncols_x + col_x; const FLOAT_TYPE xi = FLOAT_TYPE(data_a[ix]); const uint row_y = col_x; // y is not transposed but permuted const uint iy = channel*nrows_y + row_y; tmp[tid] += xi * FLOAT_TYPE(data_b[iy]); } // dst is not transposed and not permuted const uint idst = channel*nrows_dst + row_dst; // sum up partial sums and write back result barrier(); [[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) { if (tid < s) { tmp[tid] += tmp[tid + s]; } barrier(); } if (tid == 0) { dst[idst] = tmp[0]; } }