#version 450 #extension GL_EXT_shader_16bit_storage : require layout (push_constant) uniform parameter { uint ne; uint ne00; uint ne01; uint ne02; uint ne03; uint nb00; uint nb01; uint nb02; uint nb03; uint ne10; uint ne11; uint ne12; uint ne13; uint nb10; uint nb11; uint nb12; uint nb13; uint ne20; uint ne21; uint ne22; uint ne23; uint nb20; uint nb21; uint nb22; uint nb23; uint misalign_offsets; float param1; float param2; int param3; } p; layout (binding = 0) readonly buffer A {float data_a[];}; layout (binding = 1) readonly buffer B {float data_b[];}; layout (binding = 2) writeonly buffer D {float data_d[];}; uint get_idx() { return gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x; } uint get_aoffset() { return p.misalign_offsets >> 16; } uint get_boffset() { return (p.misalign_offsets >> 8) & 0xFF; } uint get_doffset() { return p.misalign_offsets & 0xFF; } layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; void main() { uint idx = get_idx(); if (idx >= p.ne) { return; } uint tmp = idx; uint i0 = tmp % p.ne20; tmp /= p.ne20; uint i1 = tmp % p.ne21; tmp /= p.ne21; uint i2 = tmp % p.ne22; tmp /= p.ne22; uint i3 = tmp; uint a_i0 = i0 % p.ne00; uint a_i2 = i2 / (p.ne22 / p.ne02); uint a_i3 = i3 / (p.ne23 / p.ne03); uint b_i0 = i1 % p.ne10; uint b_i2 = i2; uint b_i3 = i3; float sum = 0.0f; uint K = p.ne01; for (uint k = 0; k < K; k++) { uint aoff = get_aoffset() + a_i3*p.nb03 + a_i2*p.nb02 + k*p.nb01 + a_i0*p.nb00; uint boff = get_boffset() + b_i3*p.nb13 + b_i2*p.nb12 + k*p.nb11 + b_i0*p.nb10; sum += data_a[aoff] * data_b[boff]; } uint doff = get_doffset() + i3*p.nb23 + i2*p.nb22 + i1*p.nb21 + i0*p.nb20; data_d[doff] = sum; }