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op_mul_mat_mat_f32.comp
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op_mul_mat_mat_f32.comp
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#version 450
#include "common.comp"
#extension GL_KHR_shader_subgroup_arithmetic : require
#extension GL_EXT_debug_printf : enable
// device subgroup size
layout (local_size_x_id = 0) in;
layout(binding = 0) readonly buffer tensorInA { float inA[]; };
layout(binding = 1) readonly buffer tensorInB { float inB[]; };
layout(binding = 2) writeonly buffer tensorOut { float out_[]; };
layout(push_constant) uniform parameter {
uint inAOff;
uint inBOff;
uint outOff;
int ne00;
int ne01;
int ne02;
int ne11;
int ne12;
uint nb01;
uint nb02;
uint nb11;
uint nb12;
uint nb1;
uint nb2;
}
pcs;
void main() {
uvec3 gid = gl_WorkGroupID;
uint bc_ab = pcs.ne12 > pcs.ne02 ? gid.z / (pcs.ne12 / pcs.ne02) : gid.z;
uint bc_ba = pcs.ne02 > pcs.ne12 ? gid.z / (pcs.ne02 / pcs.ne12) : gid.z;
const uint x = (gid.x*pcs.nb01 + bc_ab*pcs.nb02) / 4 + pcs.inAOff; // Based from inA
const uint y = (gid.y*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB
float sum = 0.0f;
for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) {
sum += float(inA[x+i]) * float(inB[y+i]);
}
const float all_sum = subgroupAdd(sum);
if (subgroupElect()) {
out_[gid.z*(pcs.nb2/4) + gid.y*(pcs.nb1/4) + gid.x + pcs.outOff] = all_sum;
}
}