#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 i3 = row / (p.ne11 * p.ne12); const uint i3_offset = i3 * p.ne12 * p.ne11; const uint i2 = (row - i3_offset) / p.ne11; const uint i2_offset = i2 * p.ne11; const uint i1 = row - i3_offset - i2_offset; 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[i3*p.nb03 + i2*p.nb02 + i1*p.nb01 + i0]); 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[i3*p.nb13 + i2*p.nb12 + i1*p.nb11 + i0] = D_TYPE(scale * FLOAT_TYPE(data_a[i3*p.nb03 + i2*p.nb02 + i1*p.nb01 + i0])); } }