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#version 450
#extension GL_EXT_control_flow_attributes : enable
#extension GL_EXT_shader_16bit_storage : require
#define BLOCK_SIZE 32
#define FLOAT_TYPE float
layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
layout (binding = 1) readonly buffer B {B_TYPE data_b[];};
layout (binding = 2) writeonly buffer D {D_TYPE dst[];};
layout (binding = 0) readonly buffer AV4 {A_TYPE_VEC4 data_a_v4[];};
layout (binding = 1) readonly buffer BV4 {B_TYPE_VEC4 data_b_v4[];};
layout (push_constant) uniform parameter
{
uint ncols_x;
uint nrows_x;
uint row_stride_x;
uint channel_stride_x;
uint channel_stride_y;
uint channel_x_divisor;
uint ne12;
uint b_offset;
uint d_offset;
} p;
shared FLOAT_TYPE tmp[BLOCK_SIZE];
void main() {
const uint tid = gl_LocalInvocationID.x;
const uint row_x = gl_GlobalInvocationID.y;
const uint channel = gl_GlobalInvocationID.z;
const uint channel_x = channel / p.channel_x_divisor;
const uint channel_y = channel % p.ne12;
const uint nrows_y = p.ncols_x;
const uint nrows_dst = p.nrows_x;
const uint row_dst = row_x;
const uint idst = channel*nrows_dst + row_dst;
FLOAT_TYPE temp = 0.0f;
// Detect alignment for vector loads
bool is_aligned = (p.ncols_x % 4) == 0 && (p.row_stride_x % 4) == 0 && (p.channel_stride_x % 4) == 0;
for (uint col_x0 = 0; col_x0 < p.ncols_x;) {
// Unroll 2x and do vec4 loads if aligned
const uint unroll_count = 2;
if (col_x0 + unroll_count * 4 * BLOCK_SIZE <= p.ncols_x && is_aligned) {
[[unroll]] for (uint i = 0; i < unroll_count; ++i) {
const uint col_x = col_x0 + 4*tid;
const uint row_y = col_x;
const uint ix = channel_x*p.channel_stride_x + row_x*p.row_stride_x + col_x;
const uint iy = channel_y*p.channel_stride_y + row_y;
const vec4 av4 = vec4(data_a_v4[ix / 4]);
const vec4 bv4 = vec4(data_b_v4[iy / 4]);
temp += dot(av4, bv4);
col_x0 += 4*BLOCK_SIZE;
}
// do vec4 loads if aligned
} else if (col_x0 + 4*BLOCK_SIZE <= p.ncols_x && is_aligned) {
const uint col_x = col_x0 + 4*tid;
const uint row_y = col_x;
const uint ix = channel_x*p.channel_stride_x + row_x*p.row_stride_x + col_x;
const uint iy = channel_y*p.channel_stride_y + row_y;
const vec4 av4 = vec4(data_a_v4[ix / 4]);
const vec4 bv4 = vec4(data_b_v4[iy / 4]);
temp += dot(av4, bv4);
col_x0 += 4*BLOCK_SIZE;
} else {
const uint col_x = col_x0 + tid;
if (col_x >= p.ncols_x) {
break;
}
const uint row_y = col_x;
const uint ix = channel_x*p.channel_stride_x + row_x*p.row_stride_x + col_x;
const uint iy = channel_y*p.channel_stride_y + row_y;
const FLOAT_TYPE xi = FLOAT_TYPE(data_a[ix]);
temp = fma(xi, FLOAT_TYPE(data_b[iy]), temp);
col_x0 += BLOCK_SIZE;
}
}
tmp[tid] = temp;
// sum up partial sums and write back result
barrier();
[[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
if (tid < s) {
tmp[tid] += tmp[tid + s];
}
barrier();
}
if (tid == 0) {
dst[idst] = tmp[0];
}
}
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