llama.cpp/kompute-shaders/op_mul_mat_f16.comp
2023-12-13 17:49:45 -05:00

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#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;
uint nb01;
uint nb02;
uint nb11;
uint nb12;
uint ne02;
uint ne12;
int ne0;
int ne1;
} pcs;
void main() {
const uint r0 = gl_WorkGroupID.x;
const uint r1 = gl_WorkGroupID.y;
const uint im = gl_WorkGroupID.z;
uint bc_ab = pcs.ne12 > pcs.ne02 ? im / (pcs.ne12 / pcs.ne02) : im;
uint bc_ba = pcs.ne02 > pcs.ne12 ? im / (pcs.ne02 / pcs.ne12) : im;
const uint x = (r0*pcs.nb01 + bc_ab*pcs.nb02) / 2 + pcs.inAOff; // Based from inA
const uint y = (r1*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB
float sumf = 0.0f;
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;
}
}