// Linear Algebra: QR Decomposition using Householder Reflections
//
// Performs QR decomposition of a matrix using Householder reflections.
// For a matrix A [m, n], computes: A = Q * R
// Where: Q [m, m] (orthogonal), R [m, n] (upper triangular)
//
// This implementation follows the standard Householder QR algorithm adapted for GPU execution.
// The algorithm proceeds column by column, computing Householder vectors and applying
// transformations to eliminate subdiagonal elements.
struct LinalgMetadata {
rows_a: u32,
cols_a: u32,
rows_b: u32, // Current column index for iteration
cols_b: u32,
batch_size: u32,
tolerance: f32,
max_iterations: u32,
padding: u32,
}
@group(0) @binding(0) var<storage, read_write> working_matrix: array<f32>;
@group(0) @binding(1) var<storage, read_write> q_matrix: array<f32>;
@group(0) @binding(2) var<storage, read_write> r_matrix: array<f32>;
@group(0) @binding(3) var<storage, read_write> householder_vectors: array<f32>;
@group(0) @binding(4) var<storage, read_write> tau_buffer: array<f32>;
@group(0) @binding(5) var<uniform> metadata: LinalgMetadata;
// Helper function to compute 2-norm of a vector
fn compute_norm(start_idx: u32, length: u32) -> f32 {
var norm_squared = 0.0;
for (var i = 0u; i < length; i = i + 1u) {
let val = working_matrix[start_idx + i];
norm_squared = norm_squared + val * val;
}
return sqrt(norm_squared);
}
// Compute Householder vector for column k
@compute @workgroup_size(256, 1, 1)
fn compute_householder(@builtin(global_invocation_id) global_id: vec3<u32>) {
let thread_id = global_id.x;
let m = metadata.rows_a;
let n = metadata.cols_a;
let k = metadata.rows_b; // Current column index
if (k >= min(m, n)) {
return;
}
// Only the first thread in the workgroup computes the Householder vector
if (thread_id == 0u) {
let col_start = k * m + k; // Start of subcolumn
let col_length = m - k; // Length of subcolumn
if (col_length == 0u) {
return;
}
// Get the pivot element
let alpha = working_matrix[col_start];
// Compute 2-norm of the subcolumn
let norm = compute_norm(col_start, col_length);
if (norm < metadata.tolerance) {
// Column is already zero, no reflection needed
tau_buffer[k] = 0.0;
return;
}
// Compute tau and update the Householder vector
var tau: f32;
var beta: f32;
if (alpha >= 0.0) {
beta = -norm;
} else {
beta = norm;
}
tau = (beta - alpha) / beta;
let scale = 1.0 / (alpha - beta);
// Store tau value
tau_buffer[k] = tau;
// Compute Householder vector: v = (x - beta*e1) / (x[0] - beta)
// First element is implicitly 1
householder_vectors[k * m + k] = 1.0;
// Scale the rest of the vector
for (var i = 1u; i < col_length; i = i + 1u) {
let idx = col_start + i;
householder_vectors[k * m + k + i] = working_matrix[idx] * scale;
}
// Update the working matrix: set first element to beta, rest to zero
working_matrix[col_start] = beta;
for (var i = 1u; i < col_length; i = i + 1u) {
working_matrix[col_start + i] = 0.0;
}
}
}
// Apply Householder transformation to remaining columns
@compute @workgroup_size(16, 16, 1)
fn apply_householder(@builtin(global_invocation_id) global_id: vec3<u32>) {
let row = global_id.y;
let col = global_id.x;
let m = metadata.rows_a;
let n = metadata.cols_a;
let k = metadata.rows_b; // Current column index
if (row >= m || col >= n || col <= k) {
return;
}
let tau = tau_buffer[k];
if (tau == 0.0) {
return; // No transformation needed
}
// Apply Householder transformation: A := A - tau * v * (v^T * A)
// We're updating column 'col' of the matrix
let col_length = m - k;
var dot_product = 0.0;
// Compute v^T * A[:, col] for the current column
for (var i = 0u; i < col_length; i = i + 1u) {
let v_idx = k * m + k + i;
let a_idx = (k + i) * n + col;
if (k + i < m && a_idx < arrayLength(&working_matrix)) {
dot_product = dot_product + householder_vectors[v_idx] * working_matrix[a_idx];
}
}
// Update A[:, col] -= tau * v * dot_product
if (row >= k && row < m) {
let v_idx = k * m + k + (row - k);
let a_idx = row * n + col;
if (a_idx < arrayLength(&working_matrix)) {
working_matrix[a_idx] = working_matrix[a_idx] - tau * householder_vectors[v_idx] * dot_product;
}
}
}
// Memory-optimized Householder transformation with improved coalescing
@compute @workgroup_size(256, 1, 1)
fn apply_householder_optimized(@builtin(global_invocation_id) global_id: vec3<u32>) {
let thread_id = global_id.x;
let m = metadata.rows_a;
let n = metadata.cols_a;
let k = metadata.rows_b; // Current column index
if (k >= min(m, n)) {
return;
}
let tau = tau_buffer[k];
if (tau == 0.0) {
return; // No transformation needed
}
let col_length = m - k;
let remaining_cols = n - k - 1u;
// Each thread handles multiple elements for better memory bandwidth utilization
let elements_per_thread = (remaining_cols * col_length + 255u) / 256u;
for (var elem = 0u; elem < elements_per_thread; elem = elem + 1u) {
let global_elem_idx = thread_id * elements_per_thread + elem;
if (global_elem_idx >= remaining_cols * col_length) {
break;
}
// Convert linear index to (column, row) coordinates
let col_offset = global_elem_idx / col_length;
let row_offset = global_elem_idx % col_length;
let col = k + 1u + col_offset;
let row = k + row_offset;
if (col >= n || row >= m) {
continue;
}
// Compute dot product for this column if this is the first row
var dot_product = 0.0;
if (row_offset == 0u) {
for (var i = 0u; i < col_length; i = i + 1u) {
let v_idx = k * m + k + i;
let a_idx = (k + i) * n + col;
if (v_idx < arrayLength(&householder_vectors) && a_idx < arrayLength(&working_matrix)) {
dot_product = dot_product + householder_vectors[v_idx] * working_matrix[a_idx];
}
}
}
// Broadcast dot product within workgroup (simplified - would need proper reduction)
// For now, each thread recomputes the dot product
dot_product = 0.0;
for (var i = 0u; i < col_length; i = i + 1u) {
let v_idx = k * m + k + i;
let a_idx = (k + i) * n + col;
if (v_idx < arrayLength(&householder_vectors) && a_idx < arrayLength(&working_matrix)) {
dot_product = dot_product + householder_vectors[v_idx] * working_matrix[a_idx];
}
}
// Apply transformation
let v_idx = k * m + k + row_offset;
let a_idx = row * n + col;
if (v_idx < arrayLength(&householder_vectors) && a_idx < arrayLength(&working_matrix)) {
working_matrix[a_idx] = working_matrix[a_idx] - tau * householder_vectors[v_idx] * dot_product;
}
}
}
// Extract Q matrix from Householder vectors
@compute @workgroup_size(16, 16, 1)
fn extract_q_matrix(@builtin(global_invocation_id) global_id: vec3<u32>) {
let row = global_id.y;
let col = global_id.x;
let m = metadata.rows_a;
if (row >= m || col >= m) {
return;
}
let q_idx = row * m + col;
// Initialize Q as identity matrix
if (row == col) {
q_matrix[q_idx] = 1.0;
} else {
q_matrix[q_idx] = 0.0;
}
// Apply Householder transformations in reverse order to construct Q
let min_mn = min(m, metadata.cols_a);
// Apply transformations Q = H_{min_mn-1} * ... * H_1 * H_0
// We iterate from the last transformation backwards
for (var k = 0u; k < min_mn; k = k + 1u) {
let tau_k = tau_buffer[k];
if (tau_k == 0.0) {
continue; // Skip transformations with zero tau
}
// Apply Q := Q * (I - tau_k * v_k * v_k^T)
// This is equivalent to: q_col := q_col - tau_k * v_k * (v_k^T * q_col)
// Compute v_k^T * q_col where q_col is the current column of Q
var dot_product = 0.0;
for (var i = k; i < m; i = i + 1u) {
let v_idx = k * m + i;
let q_read_idx = i * m + col;
if (v_idx < arrayLength(&householder_vectors) && q_read_idx < arrayLength(&q_matrix)) {
dot_product = dot_product + householder_vectors[v_idx] * q_matrix[q_read_idx];
}
}
// Update q_col := q_col - tau_k * v_k * dot_product
if (row >= k) {
let v_idx = k * m + row;
if (v_idx < arrayLength(&householder_vectors)) {
q_matrix[q_idx] = q_matrix[q_idx] - tau_k * householder_vectors[v_idx] * dot_product;
}
}
// Synchronize across workgroup to ensure consistency
workgroupBarrier();
}
}
// Extract R matrix (upper triangular part of working matrix)
@compute @workgroup_size(16, 16, 1)
fn extract_r_matrix(@builtin(global_invocation_id) global_id: vec3<u32>) {
let row = global_id.y;
let col = global_id.x;
let m = metadata.rows_a;
let n = metadata.cols_a;
if (row >= m || col >= n) {
return;
}
let r_idx = row * n + col;
let work_idx = row * n + col;
// R is the upper triangular part of the transformed matrix
if (row <= col) {
r_matrix[r_idx] = working_matrix[work_idx];
} else {
r_matrix[r_idx] = 0.0;
}
}
// Alternative simplified QR decomposition kernel
// This kernel performs a simplified QR decomposition in a single pass
// Suitable for smaller matrices where the full Householder approach is overkill
@compute @workgroup_size(16, 16, 1)
fn simplified_qr(@builtin(global_invocation_id) global_id: vec3<u32>) {
let row = global_id.y;
let col = global_id.x;
let m = metadata.rows_a;
let n = metadata.cols_a;
if (row >= m || col >= n) {
return;
}
// Initialize Q as identity and R as copy of input
if (row < m && col < m) {
let q_idx = row * m + col;
if (row == col) {
q_matrix[q_idx] = 1.0;
} else {
q_matrix[q_idx] = 0.0;
}
}
if (row < m && col < n) {
let r_idx = row * n + col;
r_matrix[r_idx] = working_matrix[row * n + col];
}
// This is a placeholder for a complete QR implementation
// A full GPU implementation would require more sophisticated algorithms
// like parallel Householder QR or Givens rotations
}
// Utility kernel for matrix initialization
@compute @workgroup_size(16, 16, 1)
fn initialize_qr(@builtin(global_invocation_id) global_id: vec3<u32>) {
let row = global_id.y;
let col = global_id.x;
let m = metadata.rows_a;
let n = metadata.cols_a;
// Initialize Q as identity matrix
if (row < m && col < m) {
let q_idx = row * m + col;
if (row == col) {
q_matrix[q_idx] = 1.0;
} else {
q_matrix[q_idx] = 0.0;
}
}
// Initialize Householder vectors and tau
if (row == 0u && col < min(m, n)) {
tau_buffer[col] = 0.0;
}
// Clear Householder vectors
if (row < m && col < n) {
let h_idx = col * m + row;
if (h_idx < arrayLength(&householder_vectors)) {
householder_vectors[h_idx] = 0.0;
}
}
}