1#version 450
 2
 3#extension GL_EXT_shader_16bit_storage : require
 4
 5#include "types.glsl"
 6#include "generic_binary_head.glsl"
 7
 8const uint num_threads = 256;
 9
10layout(local_size_x = num_threads, local_size_y = 1, local_size_z = 1) in;
11
12void main() {
13    uint idx = get_idx();
14
15    // num_threads * num_iter must equal 512, to match the wg_denoms and get_idx calculation
16    const uint num_iter = 2;
17
18    [[unroll]] for (uint i = 0; i < num_iter; ++i) {
19        if (idx >= p.ne) {
20            continue;
21        }
22        uint i00, i01, i02, i03;
23        get_indices(idx, i00, i01, i02, i03);
24
25        data_d[get_doffset() + dst_idx(i00, i01, i02, i03)] = D_TYPE(FLOAT_TYPE(data_a[get_aoffset() + src0_idx(i00, i01, i02, i03)]) - FLOAT_TYPE(data_b[get_boffset() + src1_idx(i00, i01, i02, i03)]));
26
27        idx += num_threads;
28    }
29}