4abef75f2c
* vulkan: Implement SOLVE_TRI * load B matrix through shared memory * use FLOAT_TYPE
73 lines
2.0 KiB
Plaintext
73 lines
2.0 KiB
Plaintext
#version 450
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#include "types.glsl"
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#include "generic_binary_head.glsl"
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layout (constant_id = 1) const uint N = 64;
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layout (constant_id = 2) const uint K = 32;
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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uint a_base, b_base, x_base;
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FLOAT_TYPE get_a(uint r, uint c) {
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return FLOAT_TYPE(data_a[a_base + r * p.nb01 + c * p.nb00]);
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}
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FLOAT_TYPE get_b(uint r, uint c) {
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return FLOAT_TYPE(data_b[b_base + r * p.nb11 + c * p.nb10]);
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}
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void store_x(uint r, uint c, FLOAT_TYPE v) {
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data_d[x_base + r * p.nb21 + c * p.nb20] = D_TYPE(v);
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}
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shared FLOAT_TYPE shA[N * N];
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shared FLOAT_TYPE shB[N * K];
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void main() {
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const uint batch = gl_WorkGroupID.z * 262144 + gl_WorkGroupID.y * 512 + gl_WorkGroupID.x;
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const uint tid = gl_LocalInvocationID.x;
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if (batch >= p.ne02 * p.ne03) {
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return;
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}
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const uint i3 = batch / p.ne22;
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const uint i2 = batch % p.ne22;
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a_base = get_aoffset() + i2 * p.nb02 + i3 * p.nb03;
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b_base = get_boffset() + i2 * p.nb12 + i3 * p.nb13;
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x_base = get_doffset() + i2 * p.nb22 + i3 * p.nb23;
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// Load the A matrix into shA
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[[unroll]] for (uint i = 0; i < N * N; i += gl_WorkGroupSize.x) {
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uint idx = i + tid;
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if (((N * N) % gl_WorkGroupSize.x == 0) || idx < N * N) {
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shA[idx] = get_a(idx / N, idx % N);
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}
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}
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// Load the B matrix into shB
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[[unroll]] for (uint i = 0; i < N * K; i += gl_WorkGroupSize.x) {
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uint idx = i + tid;
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if (((N * K) % gl_WorkGroupSize.x == 0) || idx < N * K) {
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shB[idx] = get_b(idx / K, idx % K);
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}
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}
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barrier();
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FLOAT_TYPE X[N];
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// Each thread solves one column
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if (tid < K) {
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[[unroll]] for (int r = 0; r < N; ++r) {
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FLOAT_TYPE b = shB[r * K + tid];
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// Compute x[r,c] = (b[r,c] - sum(a[r,c]*x[c])) / a[r,r]
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[[unroll]] for (int c = 0; c < r; ++c) {
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b -= shA[r * N + c] * X[c];
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}
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FLOAT_TYPE x = b / shA[r * N + r];
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X[r] = x;
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store_x(r, tid, x);
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}
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}
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}
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