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#version 450
#include "common.comp"
layout(local_size_x = 1) in;
layout(binding = 0) buffer restrict readonly tensorInA { float inA[]; };
layout(binding = 1) buffer restrict readonly tensorInB { float inB[]; };
layout(binding = 2) buffer restrict writeonly tensorOut { float out_[]; };
layout(push_constant) uniform PushConstants {
uint inAOff;
uint inBOff;
uint outOff;
uint row;
} pcs;
void main() {
const uint baseIndex = gl_WorkGroupID.x * 4;
for (uint x = 0; x < 4; x++) {
const uint i = baseIndex + x;
out_[i + pcs.outOff] = inA[i + pcs.inAOff] + inB[(i % pcs.row) + pcs.inBOff];
}
}
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