#version 450 #include "common.comp" #extension GL_KHR_shader_subgroup_arithmetic : require #extension GL_EXT_debug_printf : enable // device subgroup size layout (local_size_x_id = 0) in; layout(binding = 0) readonly buffer tensorInA { float 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; int ne11; int ne12; uint nb01; uint nb02; uint nb11; uint nb12; uint nb1; uint nb2; } pcs; void main() { uvec3 gid = gl_WorkGroupID; uint bc_ab = pcs.ne12 > pcs.ne02 ? gid.z / (pcs.ne12 / pcs.ne02) : gid.z; uint bc_ba = pcs.ne02 > pcs.ne12 ? gid.z / (pcs.ne02 / pcs.ne12) : gid.z; const uint x = (gid.x*pcs.nb01 + bc_ab*pcs.nb02) / 4 + pcs.inAOff; // Based from inA const uint y = (gid.y*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB float sum = 0.0f; for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) { sum += float(inA[x+i]) * float(inB[y+i]); } const float all_sum = subgroupAdd(sum); if (subgroupElect()) { out_[gid.z*(pcs.nb2/4) + gid.y*(pcs.nb1/4) + gid.x + pcs.outOff] = all_sum; } }