// Linear Algebra: LU Decomposition with Partial Pivoting
//
// Performs LU decomposition of a square matrix using partial pivoting.
// This is a simplified version adapted for GPU execution.
// For production use, a more sophisticated block algorithm would be needed.
//
// Input: Matrix A [n, n]
// Output: Matrix L [n, n] (lower triangular), Matrix U [n, n] (upper triangular)
// Permutation vector P [n] (pivot indices)
struct LinalgMetadata {
rows_a: u32,
cols_a: u32,
rows_b: u32,
cols_b: u32,
batch_size: u32,
tolerance: f32,
max_iterations: u32,
padding: u32,
}
@group(0) @binding(0) var<storage, read> input_matrix: array<f32>;
@group(0) @binding(1) var<storage, read_write> l_matrix: array<f32>;
@group(0) @binding(2) var<storage, read_write> u_matrix: array<f32>;
@group(0) @binding(3) var<storage, read_write> pivot_indices: array<u32>;
@group(0) @binding(4) var<uniform> metadata: LinalgMetadata;
// Helper function to swap rows (requires synchronization)
fn swap_rows(row1: u32, row2: u32, n: u32) {
// This is a simplified implementation
// In practice, row swapping on GPU requires careful synchronization
if (row1 != row2) {
for (var col = 0u; col < n; col = col + 1u) {
let idx1 = row1 * n + col;
let idx2 = row2 * n + col;
let temp = u_matrix[idx1];
u_matrix[idx1] = u_matrix[idx2];
u_matrix[idx2] = temp;
}
}
}
@compute @workgroup_size(16, 16, 1)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let n = metadata.rows_a;
let row = global_id.y;
let col = global_id.x;
if (row >= n || col >= n) {
return;
}
let idx = row * n + col;
// Initialize U matrix with input data
u_matrix[idx] = input_matrix[idx];
// Initialize L matrix as identity
if (row == col) {
l_matrix[idx] = 1.0;
} else {
l_matrix[idx] = 0.0;
}
// Initialize pivot indices
if (col == 0u) {
pivot_indices[row] = row;
}
// Note: This is a placeholder for the actual LU decomposition algorithm
// A complete GPU implementation would require:
// 1. Sequential processing for each column (k = 0 to n-1)
// 2. Finding pivot element and row swapping
// 3. Gaussian elimination steps
// 4. Proper synchronization between steps
//
// The algorithm would be structured as multiple kernel dispatches
// rather than a single compute shader due to synchronization requirements.
}
// Kernel for finding pivot element in column k
@compute @workgroup_size(256, 1, 1)
fn find_pivot(@builtin(global_invocation_id) global_id: vec3<u32>) {
// Implementation for finding the pivot element
// This would be a separate kernel dispatch
}
// Kernel for performing elimination step for column k
@compute @workgroup_size(16, 16, 1)
fn elimination_step(@builtin(global_invocation_id) global_id: vec3<u32>) {
// Implementation for the elimination step
// This would be another separate kernel dispatch
}