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