#version 450 #extension GL_EXT_control_flow_attributes : enable layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {float data_a[];}; layout (binding = 0) readonly buffer A4 {vec4 data_a4[];}; layout (binding = 1) writeonly buffer D {float data_d[];}; layout (binding = 1) writeonly buffer D4 {vec4 data_d4[];}; layout (push_constant) uniform parameter { uint ne; uint k_num; } p; void main() { // Each invocation handles four consecutive components const uint idx = gl_GlobalInvocationID.x * 4; if (idx >= p.ne) { return; } // Check if all four components are in bounds and aligned, // then use vector loads if (idx + 3 < p.ne && (p.ne % 4) == 0) { vec4 result = vec4(0.0f); [[unroll]] for (uint i = 0; i < p.k_num; i++) { result += data_a4[(i * p.ne + idx) / 4]; } data_d4[idx / 4] = result; } else { [[unroll]] for (uint j = 0; j < 4; ++j) { if (idx + j < p.ne) { float result = 0.0f; [[unroll]] for (uint i = 0; i < p.k_num; i++) { result += data_a[i * p.ne + idx + j]; } data_d[idx + j] = result; } } } }