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#version 450
#include "generic_binary_head.glsl"
#include "types.glsl"
#extension GL_EXT_control_flow_attributes : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
#extension GL_KHR_shader_subgroup_basic : enable
#define BLOCK_SIZE 128
layout (constant_id = 1) const bool do_multiply = false;
layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in;
layout (binding = 3, std430) readonly buffer PartialsBuf {float partial_sums[];};
shared FLOAT_TYPE sumsh[BLOCK_SIZE];
void main() {
const uint ncols = p.ne00;
const uint nrows = gl_NumWorkGroups.x;
const uint nchannels = gl_NumWorkGroups.y;
const uint row = 0;
const uint channel = gl_WorkGroupID.y;
const uint samp = gl_WorkGroupID.z;
// The work is split across multiple workgroups in the x dimension. Each invocation
// processes one element
const uint tid = gl_GlobalInvocationID.x;
const uint stride_row = p.nb01;
const uint stride_channel = p.nb02;
const uint stride_sample = p.nb03;
uint32_t a_offset = samp*stride_sample + channel*stride_channel + row*stride_row + get_aoffset();
uint32_t b_offset = src1_idx(0, row, channel, samp) + get_boffset();
uint32_t d_offset = ((samp*nchannels + channel)*nrows + row)*ncols + get_doffset();
FLOAT_TYPE sum = FLOAT_TYPE(0.0f); // partial sum for thread in warp
uint32_t num_partials = p.param3;
for (uint32_t i = gl_SubgroupInvocationID; i < num_partials; i += gl_SubgroupSize) {
sum += partial_sums[i];
}
sum = subgroupAdd(sum);
uint col = tid;
if (col >= ncols) {
return;
}
const FLOAT_TYPE mean = sum / FLOAT_TYPE(ncols);
const FLOAT_TYPE scale = inversesqrt(mean + FLOAT_TYPE(p.param1));
if (do_multiply) {
if (ncols > p.ne10) {
data_d[d_offset + col] = D_TYPE(scale * FLOAT_TYPE(data_a[a_offset + col]) * FLOAT_TYPE(data_b[b_offset + fastmod(col, p.ne10)]));
} else {
data_d[d_offset + col] = D_TYPE(scale * FLOAT_TYPE(data_a[a_offset + col]) * FLOAT_TYPE(data_b[b_offset + col]));
}
} else {
data_d[d_offset + col] = D_TYPE(scale * FLOAT_TYPE(data_a[a_offset + col]));
}
}
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