1#version 450
2
3#include "generic_head.glsl"
4#include "types.glsl"
5
6#extension GL_EXT_control_flow_attributes : enable
7#define BLOCK_SIZE 512
8
9layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in;
10
11layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
12layout (binding = 1) writeonly buffer D {D_TYPE data_d[];};
13
14shared FLOAT_TYPE sum[BLOCK_SIZE];
15
16void main() {
17 const uint row = gl_WorkGroupID.z * 262144 + gl_WorkGroupID.y * 512 + gl_WorkGroupID.x;
18 const uint tid = gl_LocalInvocationID.x;
19
20 sum[tid] = FLOAT_TYPE(0.0f); // partial sum for thread in warp
21
22 [[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) {
23 const FLOAT_TYPE xi = FLOAT_TYPE(data_a[row*p.KX + col]);
24 sum[tid] += xi * xi;
25 }
26
27 // sum up partial sums and write back result
28 barrier();
29 [[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
30 if (tid < s) {
31 sum[tid] += sum[tid + s];
32 }
33 barrier();
34 }
35
36 const FLOAT_TYPE scale = inversesqrt(max(sum[0], FLOAT_TYPE(p.param1)));
37
38 [[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) {
39 data_d[row*p.KX + col] = D_TYPE(scale * FLOAT_TYPE(data_a[row*p.KX + col]));
40 }
41}