#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 a_base = get_aoffset() + src0_idx(row * p.ne00);
const uint d_base = get_doffset() + dst_idx(row * p.ne10);
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[a_base + i0*p.nb00]);
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[d_base + i0*p.nb10] = D_TYPE(scale * FLOAT_TYPE(data_a[a_base + i0*p.nb00]));
}
}