#version 450 #include "types.glsl" #include "generic_unary_head.glsl" #extension GL_EXT_control_flow_attributes : enable #define BLOCK_SIZE 512 layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in; shared vec2 sum[BLOCK_SIZE]; void main() { const uint row = gl_WorkGroupID.z * 262144 + gl_WorkGroupID.y * 512 + gl_WorkGroupID.x; const uint tid = gl_LocalInvocationID.x; const uint a_base = get_aoffset() + src0_idx(row * p.ne00); const uint d_base = get_doffset() + dst_idx(row * p.ne10); sum[tid] = vec2(0.0f, 0.0f); [[unroll]] for (uint i0 = tid; i0 < p.ne00; i0 += BLOCK_SIZE) { const float xi = float(data_a[a_base + i0*p.nb00]); sum[tid].x += xi; sum[tid].y += xi * xi; } // sum up partial sums and write back result barrier(); [[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) { if (tid < s) { sum[tid] += sum[tid + s]; } barrier(); } const float mean = sum[0].x / p.ne00; const float var = sum[0].y / p.ne00 - mean * mean; const float inv_std = inversesqrt(var + p.param1); [[unroll]] for (uint i0 = tid; i0 < p.ne00; i0 += BLOCK_SIZE) { data_d[d_base + i0*p.nb10] = D_TYPE((float(data_a[a_base + i0*p.nb00]) - mean) * inv_std); } }