#version 450 #include "generic_unary_head.glsl" #include "types.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 FLOAT_TYPE 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] = FLOAT_TYPE(0.0f); // partial sum for thread in warp [[unroll]] for (uint i0 = tid; i0 < p.ne00; i0 += BLOCK_SIZE) { const FLOAT_TYPE xi = FLOAT_TYPE(data_a[a_base + i0*p.nb00]); sum[tid] += 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_TYPE scale = 1.0f / max(sqrt(sum[0]), FLOAT_TYPE(p.param1)); [[unroll]] for (uint i0 = tid; i0 < p.ne00; i0 += BLOCK_SIZE) { data_d[d_base + i0*p.nb10] = D_TYPE(scale * FLOAT_TYPE(data_a[a_base + i0*p.nb00])); } }