#extension GL_KHR_shader_subgroup_basic : require #extension GL_KHR_shader_subgroup_arithmetic : require layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; layout(constant_id = 3) const uint ACTIVATION = 0; // 0:none 1:relu 2:relu6 layout(std430, binding = 0) readonly buffer ActivationBuffer { FLOAT4 X4[]; }; layout(std430, binding = 1) readonly buffer WeightBuffer { uint Wp[]; // [padN, padK/16], 16x int2(unsigned, value=signed+2) per uint32 }; layout(std430, binding = 2) readonly buffer MetaBuffer { FLOAT Meta[]; // [padN, blockStride, 2] => [scale, offset] }; layout(std430, binding = 3) readonly buffer BiasBuffer { FLOAT Bias[]; }; layout(std430, binding = 4) writeonly buffer OutputBuffer { FLOAT Y[]; }; layout(push_constant) uniform PushConstants { uint K; uint N; uint blockSize; uint blockStride; uint weightStride; } pc; void main() { const uint row = gl_WorkGroupID.x; if (row >= pc.N) { return; } const uint lane = gl_LocalInvocationID.x; const uint stride = gl_SubgroupSize; const uint K16 = pc.K >> 4u; const uint safeBlockSize = max(pc.blockSize, 1u); const uint block16 = max(safeBlockSize >> 4u, 1u); const uint baseW = row * pc.weightStride; const uint baseM = row * pc.blockStride; float sum = 0.0; for (uint idx = lane; idx < K16; idx += stride) { const uint kb = idx / block16; const uint metaBase = (baseM + kb) * 2u; const float scale = float(Meta[metaBase + 0u]); const float offset = float(Meta[metaBase + 1u]); const uint packedW = Wp[baseW + idx]; // Unpack 16 unsigned [0,3] values, subtract 2 to get signed [-2,1]. vec4 w0 = vec4( float((packedW >> 0u) & 3u) - 2.0, float((packedW >> 2u) & 3u) - 2.0, float((packedW >> 4u) & 3u) - 2.0, float((packedW >> 6u) & 3u) - 2.0); vec4 w1 = vec4( float((packedW >> 8u) & 3u) - 2.0, float((packedW >> 10u) & 3u) - 2.0, float((packedW >> 12u) & 3u) - 2.0, float((packedW >> 14u) & 3u) - 2.0); vec4 w2v = vec4( float((packedW >> 16u) & 3u) - 2.0, float((packedW >> 18u) & 3u) - 2.0, float((packedW >> 20u) & 3u) - 2.0, float((packedW >> 22u) & 3u) - 2.0); vec4 w3 = vec4( float((packedW >> 24u) & 3u) - 2.0, float((packedW >> 26u) & 3u) - 2.0, float((packedW >> 28u) & 3u) - 2.0, float((packedW >> 30u) & 3u) - 2.0); w0 = w0 * scale + vec4(offset); w1 = w1 * scale + vec4(offset); w2v = w2v * scale + vec4(offset); w3 = w3 * scale + vec4(offset); const uint xBase = idx << 2u; // 16 / 4 = 4 vec4 inputs vec4 x0 = vec4(X4[xBase + 0u]); vec4 x1 = vec4(X4[xBase + 1u]); vec4 x2 = vec4(X4[xBase + 2u]); vec4 x3 = vec4(X4[xBase + 3u]); sum += dot(w0, x0) + dot(w1, x1) + dot(w2v, x2) + dot(w3, x3); } // Tail K handling for K % 16 != 0. const uint tail = pc.K & 15u; if (tail > 0u && gl_SubgroupInvocationID == 0u) { const uint idx = K16; const uint packedW = Wp[baseW + idx]; const uint kBase = idx << 4u; for (uint t = 0u; t < tail; ++t) { const uint k = kBase + t; const uint kb = k / safeBlockSize; const uint metaBase = (baseM + kb) * 2u; const float scale = float(Meta[metaBase + 0u]); const float offset = float(Meta[metaBase + 1u]); const float q = float((packedW >> (t * 2u)) & 3u) - 2.0; const uint xVec = k >> 2u; const uint xLane = k & 3u; const float x = float(X4[xVec][int(xLane)]); sum += (q * scale + offset) * x; } } sum = subgroupAdd(sum); if (gl_SubgroupInvocationID == 0u) { float y = sum + float(Bias[row]); if (ACTIVATION == 1u) { y = max(y, 0.0); } else if (ACTIVATION == 2u) { y = clamp(y, 0.0, 6.0); } Y[row] = FLOAT(y); } }