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}