// Compute Shader para Produto Escalar (Dot Product)
// Otimizado para GPUs modernas (Metal, Vulkan, DirectX)
struct Params {
query_count: u32,
vector_count: u32,
dimension: u32,
_padding: u32,
}
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read> queries: array<f32>;
@group(0) @binding(2) var<storage, read> vectors: array<f32>;
@group(0) @binding(3) var<storage, read_write> dot_products: array<f32>;
@compute @workgroup_size(256, 1, 1)
fn dot_product(@builtin(global_invocation_id) global_id: vec3<u32>) {
let idx = global_id.x;
let total_comparisons = params.query_count * params.vector_count;
if (idx >= total_comparisons) {
return;
}
let query_idx = idx / params.vector_count;
let vector_idx = idx % params.vector_count;
let query_start = query_idx * params.dimension;
let vector_start = vector_idx * params.dimension;
var result: f32 = 0.0;
for (var i: u32 = 0u; i < params.dimension; i = i + 1u) {
result = result + (queries[query_start + i] * vectors[vector_start + i]);
}
dot_products[idx] = result;
}
// Versão otimizada com vetorização e redução paralela
@compute @workgroup_size(256, 1, 1)
fn dot_product_vec4(@builtin(global_invocation_id) global_id: vec3<u32>) {
let idx = global_id.x;
let total_comparisons = params.query_count * params.vector_count;
if (idx >= total_comparisons) {
return;
}
let query_idx = idx / params.vector_count;
let vector_idx = idx % params.vector_count;
let query_start = query_idx * params.dimension;
let vector_start = vector_idx * params.dimension;
var result: f32 = 0.0;
// Processar 4 elementos por vez
let vec4_count = params.dimension / 4u;
let remainder = params.dimension % 4u;
for (var i: u32 = 0u; i < vec4_count; i = i + 1u) {
let offset = i * 4u;
let q = vec4<f32>(
queries[query_start + offset],
queries[query_start + offset + 1u],
queries[query_start + offset + 2u],
queries[query_start + offset + 3u]
);
let v = vec4<f32>(
vectors[vector_start + offset],
vectors[vector_start + offset + 1u],
vectors[vector_start + offset + 2u],
vectors[vector_start + offset + 3u]
);
result = result + dot(q, v);
}
// Processar elementos restantes
for (var i: u32 = vec4_count * 4u; i < params.dimension; i = i + 1u) {
result = result + (queries[query_start + i] * vectors[vector_start + i]);
}
dot_products[idx] = result;
}