1#version 450
2
3#include "soft_max_large_common.glsl"
4
5void main() {
6 const uint tid = gl_LocalInvocationID.x;
7 const uint rowx = gl_WorkGroupID.y;
8 const uint wg_start = gl_WorkGroupID.x * BLOCK_SIZE * num_iters;
9
10 const uint32_t i03 = rowx / (p.ne01 * p.ne02);
11 const uint32_t i02 = (rowx - i03 * p.ne01 * p.ne02) / p.ne01;
12 const uint32_t i01 = rowx % p.ne01;
13
14 uint rowy_start = 0;
15 if (p.KY > 0) {
16 rowy_start = i01 * p.nb11 + (i02 % p.ne12) * p.nb12 + (i03 % p.ne13) * p.nb13;
17 }
18
19 if (rowx >= p.nrows_x) {
20 return;
21 }
22
23 float slope = get_slope(rowx);
24
25 // Find max
26 FLOAT_TYPE max_val = p.has_sinks == 0 ? uintBitsToFloat(0xFF800000) : data_c[i02];
27
28 [[unroll]] for (uint col0 = wg_start, idx = 0; idx < num_iters; col0 += BLOCK_SIZE, ++idx) {
29 const uint col = col0 + tid;
30
31 FLOAT_TYPE a = FLOAT_TYPE(0);
32 if (col < p.KX) {
33 a = data_a[rowx * p.KX + col];
34 }
35
36 FLOAT_TYPE b = FLOAT_TYPE(0);
37 if (p.KY > 0 && col < p.KX) {
38 b = data_b[rowy_start + col];
39 }
40
41 FLOAT_TYPE v = a * p.scale + slope * b;
42
43 if (col < p.KX) {
44 max_val = max(max_val, v);
45 }
46 }
47
48 // reduce across the workgroup
49 vals[tid] = max_val;
50 barrier();
51 [[unroll]] for (uint s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
52 if (tid < s) {
53 vals[tid] = max(vals[tid], vals[tid + s]);
54 }
55 barrier();
56 }
57
58 if (tid == 0) {
59 max_val = vals[0];
60 data_m[rowx * gl_NumWorkGroups.x + gl_WorkGroupID.x] = max_val;
61 }
62}