#version 450 #extension GL_EXT_control_flow_attributes : enable layout(constant_id = 0) const uint BLOCK_SIZE = 32; layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {float data_a[];}; layout (binding = 1) readonly buffer B {float data_s[];}; layout (binding = 2) writeonly buffer D {float data_d[];}; layout (push_constant) uniform parameter { uint D; uint ne1; uint ne2; uint ne3; uint k_num; uint sinks; } p; shared float tmpsh[BLOCK_SIZE]; void main() { // Each workgroup handles a row const uint n = gl_WorkGroupID.x; const uint tid = gl_LocalInvocationID.x; const uint i2 = gl_WorkGroupID.z % p.ne2; const uint i3 = gl_WorkGroupID.z / p.ne2; uint D = p.D; uint k_num = p.k_num; uint l_offset = D * p.ne1 * p.ne2 * p.ne3 * k_num + p.ne1 * 2 * (0/*split_k_index*/ + p.k_num * (i2 + p.ne2 * i3)) + n; uint m_offset = D * p.ne1 * p.ne2 * p.ne3 * k_num + p.ne1 * 2 * (0/*split_k_index*/ + p.k_num * (i2 + p.ne2 * i3)) + p.ne1 + n; uint lm_stride = p.ne1 * 2; // Compute the max m value for the row float m_max = -1.0/0.0; for (uint k = 0; k + tid < k_num; k += BLOCK_SIZE) { float m = data_a[m_offset + (k + tid) * lm_stride]; m_max = max(m_max, m); } // reduce across the workgroup tmpsh[tid] = m_max; barrier(); [[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) { if (tid < s) { m_max = max(m_max, tmpsh[tid + s]); tmpsh[tid] = m_max; } barrier(); } m_max = tmpsh[0]; barrier(); // Compute L based on m_max float L = 0; for (uint k = 0; k + tid < k_num; k += BLOCK_SIZE) { float l = data_a[l_offset + (k + tid) * lm_stride]; float m = data_a[m_offset + (k + tid) * lm_stride]; L += exp(m - m_max) * l; } // reduce across the workgroup tmpsh[tid] = L; barrier(); [[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) { if (tid < s) { L += tmpsh[tid + s]; tmpsh[tid] = L; } barrier(); } L = tmpsh[0]; float sink; if (p.sinks != 0) { sink = data_s[n]; float ms = 1.0f; float vs = 1.0f; if (sink > m_max) { ms = exp(m_max - sink); } else { vs = exp(sink - m_max); } L = L*ms + vs; } L = (L == 0.0) ? 0.0 : 1.0 / L; // D dimension is split across workgroups in the y dimension uint d = tid + gl_WorkGroupID.y * BLOCK_SIZE; // Scale and sum the O contributions based on m_max and store the result to memory if (d < D) { float O = 0.0; [[unroll]] for (uint k = 0; k < k_num; ++k) { uint o_offset = D * p.ne1 * (k + p.k_num * (i2 + p.ne2 * i3)) + D * n + d; float m = data_a[m_offset + k * lm_stride]; O += exp(m - m_max) * data_a[o_offset]; } if (p.sinks != 0) { if (sink > m_max) { float ms = 1.0f; ms = exp(m_max - sink); O *= ms; } } O *= L; const float FLT_MAX = uintBitsToFloat(0x7F7FFFFF); O = clamp(O, -FLT_MAX, FLT_MAX); data_d[(i3 * p.ne2 + i2) * p.ne1 * D + D * n + d] = O; } }