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#version 450 |
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#include "common.comp" |
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#extension GL_KHR_shader_subgroup_arithmetic : require |
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layout(local_size_x_id = 0) in; |
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layout (binding = 0) readonly buffer tensorInA { float16_t inA[]; }; |
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layout (binding = 1) readonly buffer tensorInB { float inB[]; }; |
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layout (binding = 2) writeonly buffer tensorOut { float out_[]; }; |
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layout (push_constant) uniform parameter { |
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uint inAOff; |
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uint inBOff; |
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uint outOff; |
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int ne00; |
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int ne01; |
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int ne02; |
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uint nb00; |
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uint nb01; |
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uint nb02; |
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uint nb03; |
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int ne10; |
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int ne11; |
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int ne12; |
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uint nb10; |
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uint nb11; |
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uint nb12; |
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uint nb13; |
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int ne0; |
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int ne1; |
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uint r2; |
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uint r3; |
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} pcs; |
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#define N_F16_F32 4 |
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void main() { |
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const uint r0 = gl_WorkGroupID.x; |
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const uint rb = gl_WorkGroupID.y*N_F16_F32; |
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const uint im = gl_WorkGroupID.z; |
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const uint i12 = im%pcs.ne12; |
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const uint i13 = im/pcs.ne12; |
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const uint offset0 = r0*pcs.nb01 + (i12/pcs.r2)*pcs.nb02 + (i13/pcs.r3)*pcs.nb03; |
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const uint x = offset0 / 2 + pcs.inAOff; |
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for (uint row = 0; row < N_F16_F32; ++row) { |
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uint r1 = rb + row; |
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if (r1 >= pcs.ne11) { |
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break; |
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} |
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const uint y = (r1*pcs.nb11 + i12*pcs.nb12 + i13*pcs.nb13) / 4 + pcs.inBOff; |
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float sumf = 0; |
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for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) { |
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sumf += float(inA[x+i]) * float(inB[y+i]); |
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} |
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const float all_sum = subgroupAdd(sumf); |
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if (subgroupElect()) { |
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out_[im*pcs.ne1*pcs.ne0 + r1*pcs.ne0 + r0 + pcs.outOff] = all_sum; |
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} |
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} |
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} |
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