#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; int ne01; int ne02; uint nb00; uint nb01; uint nb02; int ne10; int ne11; int ne12; uint nb10; uint nb11; uint nb12; int ne0; int ne1; uint r2; uint r3; } pcs; #define N_F16_F32 4 void main() { const uint r0 = gl_WorkGroupID.x; const uint rb = gl_WorkGroupID.y*N_F16_F32; const uint im = gl_WorkGroupID.z; const uint i12 = im%pcs.ne12; const uint i13 = im/pcs.ne12; const uint offset0 = r0*pcs.nb01 + (i12/pcs.r2)*pcs.nb02 + (i13/pcs.r3)*pcs.nb02*pcs.ne02; const uint x = offset0 / 2 + pcs.inAOff; // Based from inA for (uint row = 0; row < N_F16_F32; ++row) { uint r1 = rb + row; if (r1 >= pcs.ne11) { break; } const uint y = (r1*pcs.nb11 + im*pcs.nb12) / 4 + pcs.inBOff; // Based from inB float sumf = 0; 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; } } }