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#version 450 |
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#include "common.comp" |
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layout(local_size_x = 1) in; |
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layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; }; |
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layout(binding = 1) buffer restrict writeonly tensorOut { float out_[]; }; |
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layout(push_constant) uniform PushConstants { |
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uint inOff; |
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uint outOff; |
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uint n_past; |
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int ne00; |
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int ne01; |
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} pcs; |
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void main() { |
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const uint i02 = gl_WorkGroupID.z; |
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const uint i01 = gl_WorkGroupID.y; |
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const uint i00 = gl_WorkGroupID.x; |
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const uint index = i02*pcs.ne01*pcs.ne00 + i01*pcs.ne00 + i00; |
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if (i00 > pcs.n_past + i01) { |
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out_[index + pcs.outOff] = uintBitsToFloat(0xFF800000); |
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} else { |
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out_[index + pcs.outOff] = in_[index + pcs.inOff]; |
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} |
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} |
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