#version 450 #extension GL_EXT_control_flow_attributes : require #define BLOCK_SIZE 64 layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in; layout(push_constant) uniform Parameters { uint B; uint T; uint C; uint H; }; layout(binding = 0) readonly buffer RBuf { A_TYPE r[]; }; layout(binding = 1) readonly buffer WBuf { A_TYPE w[]; }; layout(binding = 2) readonly buffer KBuf { A_TYPE k[]; }; layout(binding = 3) readonly buffer VBuf { A_TYPE v[]; }; layout(binding = 4) readonly buffer ABuf { A_TYPE a[]; }; layout(binding = 5) readonly buffer BBuf { A_TYPE b[]; }; layout(binding = 6) readonly buffer StateBuf { A_TYPE state_in[]; }; layout(binding = 7) buffer DstBuf { A_TYPE dst[]; }; shared A_TYPE _r[BLOCK_SIZE], _w[BLOCK_SIZE], _k[BLOCK_SIZE], _a[BLOCK_SIZE], _b[BLOCK_SIZE]; void main() { const uint head_size = BLOCK_SIZE; const uint batch_id = gl_WorkGroupID.x / H; const uint head_id = gl_WorkGroupID.x % H; const uint tid = gl_LocalInvocationID.x; const uint state_size = C * head_size; const uint n_seq_tokens = T / B; if (batch_id >= B || head_id >= H) { return; } A_TYPE state[BLOCK_SIZE]; [[unroll]] for (uint i = 0; i < head_size; i++) { state[i] = state_in[batch_id * state_size + head_id * head_size * head_size + tid * head_size + i]; } const uint start_t = batch_id * n_seq_tokens * C + head_id * head_size + tid; const uint end_t = (batch_id + 1) * n_seq_tokens * C + head_id * head_size + tid; for (uint t = start_t; t < end_t; t += C) { barrier(); _r[tid] = r[t]; _w[tid] = w[t]; _k[tid] = k[t]; _a[tid] = a[t]; _b[tid] = b[t]; barrier(); A_TYPE sa = 0.0; [[unroll]] for (uint j = 0; j < head_size; j += 4) { vec4 s_vec = vec4(state[j], state[j+1], state[j+2], state[j+3]); vec4 a_vec = vec4(_a[j], _a[j+1], _a[j+2], _a[j+3]); sa += dot(s_vec, a_vec); } const A_TYPE v_val = v[t]; A_TYPE y = 0.0; [[unroll]] for (uint j = 0; j < head_size; j += 4) { vec4 r_vec = vec4(_r[j], _r[j+1], _r[j+2], _r[j+3]); vec4 w_vec = vec4(_w[j], _w[j+1], _w[j+2], _w[j+3]); vec4 k_vec = vec4(_k[j], _k[j+1], _k[j+2], _k[j+3]); vec4 b_vec = vec4(_b[j], _b[j+1], _b[j+2], _b[j+3]); vec4 s_vec = vec4(state[j], state[j+1], state[j+2], state[j+3]); vec4 kv = k_vec * v_val; s_vec = s_vec * w_vec + kv + sa * b_vec; y += dot(r_vec, s_vec); state[j] = s_vec.x; state[j+1] = s_vec.y; state[j+2] = s_vec.z; state[j+3] = s_vec.w; } dst[t] = y; } [[unroll]] for (uint i = 0; i < head_size; i++) { dst[T * C + batch_id * state_size + head_id * head_size * head_size + tid * head_size + i] = state[i]; } }