#version 450 #include "soft_max_large_common.glsl" void main() { const uint tid = gl_LocalInvocationID.x; const uint rowx = gl_WorkGroupID.y; const uint wg_start = gl_WorkGroupID.x * BLOCK_SIZE * num_iters; const uint32_t i03 = rowx / (p.ne01 * p.ne02); const uint32_t i02 = (rowx - i03 * p.ne01 * p.ne02) / p.ne01; const uint32_t i01 = rowx % p.ne01; uint rowy_start = 0; if (p.KY > 0) { rowy_start = i01 * p.nb11 + (i02 % p.ne12) * p.nb12 + (i03 % p.ne13) * p.nb13; } if (rowx >= p.nrows_x) { return; } float slope = get_slope(rowx); // Find max FLOAT_TYPE max_val = p.has_sinks == 0 ? uintBitsToFloat(0xFF800000) : data_c[i02]; [[unroll]] for (uint col0 = wg_start, idx = 0; idx < num_iters; col0 += BLOCK_SIZE, ++idx) { const uint col = col0 + tid; FLOAT_TYPE a = FLOAT_TYPE(0); if (col < p.KX) { a = data_a[rowx * p.KX + col]; } FLOAT_TYPE b = FLOAT_TYPE(0); if (p.KY > 0 && col < p.KX) { b = data_b[rowy_start + col]; } FLOAT_TYPE v = a * p.scale + slope * b; if (col < p.KX) { max_val = max(max_val, v); } } // reduce across the workgroup vals[tid] = max_val; barrier(); [[unroll]] for (uint s = BLOCK_SIZE / 2; s > 0; s >>= 1) { if (tid < s) { vals[tid] = max(vals[tid], vals[tid + s]); } barrier(); } if (tid == 0) { max_val = vals[0]; data_m[rowx * gl_NumWorkGroups.x + gl_WorkGroupID.x] = max_val; } }