/ vulkan-shaders / norm.comp
norm.comp
1 #version 450 2 3 #include "generic_head.comp" 4 #include "types.comp" 5 6 #extension GL_EXT_control_flow_attributes : enable 7 #define BLOCK_SIZE 512 8 9 layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in; 10 11 layout (binding = 0) readonly buffer X {A_TYPE data_a[];}; 12 layout (binding = 1) writeonly buffer D {D_TYPE data_d[];}; 13 14 shared vec2 sum[BLOCK_SIZE]; 15 16 void main() { 17 const uint row = gl_WorkGroupID.x; 18 const uint tid = gl_LocalInvocationID.x; 19 20 sum[tid] = vec2(0.0f, 0.0f); 21 22 [[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) { 23 const float xi = float(data_a[row*p.KX + col]); 24 sum[tid].x += xi; 25 sum[tid].y += xi * xi; 26 } 27 28 // sum up partial sums and write back result 29 barrier(); 30 [[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) { 31 if (tid < s) { 32 sum[tid] += sum[tid + s]; 33 } 34 barrier(); 35 } 36 37 const float mean = sum[0].x / p.KX; 38 const float var = sum[0].y / p.KX - mean * mean; 39 const float inv_std = inversesqrt(var + p.param1); 40 41 [[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) { 42 data_d[row*p.KX + col] = D_TYPE((float(data_a[row*p.KX + col]) - mean) * inv_std); 43 } 44 }