1#version 450
2
3#extension GL_EXT_control_flow_attributes : enable
4
5layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
6
7layout (binding = 0) readonly buffer A {float data_a[];};
8layout (binding = 0) readonly buffer A4 {vec4 data_a4[];};
9layout (binding = 1) writeonly buffer D {float data_d[];};
10layout (binding = 1) writeonly buffer D4 {vec4 data_d4[];};
11
12layout (push_constant) uniform parameter {
13 uint ne;
14 uint k_num;
15} p;
16
17void main() {
18 // Each invocation handles four consecutive components
19 const uint idx = gl_GlobalInvocationID.x * 4;
20
21 if (idx >= p.ne) {
22 return;
23 }
24
25 // Check if all four components are in bounds and aligned,
26 // then use vector loads
27 if (idx + 3 < p.ne && (p.ne % 4) == 0) {
28 vec4 result = vec4(0.0f);
29
30 [[unroll]] for (uint i = 0; i < p.k_num; i++) {
31 result += data_a4[(i * p.ne + idx) / 4];
32 }
33
34 data_d4[idx / 4] = result;
35 } else {
36 [[unroll]] for (uint j = 0; j < 4; ++j) {
37 if (idx + j < p.ne) {
38 float result = 0.0f;
39
40 [[unroll]] for (uint i = 0; i < p.k_num; i++) {
41 result += data_a[i * p.ne + idx + j];
42 }
43
44 data_d[idx + j] = result;
45 }
46 }
47 }
48}