/ vulkan-shaders / rms_norm.comp
rms_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 FLOAT_TYPE 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] = FLOAT_TYPE(0.0f); // partial sum for thread in warp 21 22 [[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) { 23 const FLOAT_TYPE xi = FLOAT_TYPE(data_a[row*p.KX + col]); 24 sum[tid] += xi * xi; 25 } 26 27 // sum up partial sums and write back result 28 barrier(); 29 [[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) { 30 if (tid < s) { 31 sum[tid] += sum[tid + s]; 32 } 33 barrier(); 34 } 35 36 const FLOAT_TYPE mean = sum[0] / FLOAT_TYPE(p.KX); 37 const FLOAT_TYPE scale = inversesqrt(mean + FLOAT_TYPE(p.param1)); 38 39 [[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) { 40 data_d[row*p.KX + col] = D_TYPE(scale * FLOAT_TYPE(data_a[row*p.KX + col])); 41 } 42 }