#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 { int Wp[]; // [padN, padK/4], 4x int8 per int32 }; 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 K4 = pc.K >> 2; const uint safeBlockSize = max(pc.blockSize, 1u); const uint block4 = max(safeBlockSize >> 2, 1u); const uint baseW = row * pc.weightStride; const uint baseM = row * pc.blockStride; float sum = 0.0; for (uint idx = lane; idx < K4; idx += stride) { const uint kb = idx / block4; const uint metaBase = (baseM + kb) * 2; const float scale = float(Meta[metaBase + 0]); const float offset = float(Meta[metaBase + 1]); const int packedW = Wp[baseW + idx]; vec4 w = vec4( float(bitfieldExtract(packedW, 0, 8)), float(bitfieldExtract(packedW, 8, 8)), float(bitfieldExtract(packedW, 16, 8)), float(bitfieldExtract(packedW, 24, 8))); w = w * scale + vec4(offset); vec4 x = vec4(X4[idx]); sum += dot(w, x); } // Tail K handling for K % 4 != 0. const uint tail = pc.K & 3u; if (tail > 0u && gl_SubgroupInvocationID == 0u) { const uint idx = K4; const int packedW = Wp[baseW + idx]; vec4 x = vec4(X4[idx]); for (uint t = 0u; t < tail; ++t) { const uint k = (idx << 2) + 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(bitfieldExtract(packedW, int(t * 8u), 8)); sum += (q * scale + offset) * x[int(t)]; } } 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); } }