#version 450 /* * Iris Vulkan GEMM (bf16 weights) * * Computes C[M,N] = alpha * op(A)[M,K] @ op(B)[K,N] + beta * C[M,N] * where A and C are f32 and B is bfloat16. Used for weight-bound linear * layers: A is the f32 activation, B is the bf16 weight matrix. * * bf16 values are packed two-per-uint (little endian) so this needs no * 16-bit storage extension. bf16 -> f32 is simply (bits << 16). */ layout(local_size_x = 16, local_size_y = 16) in; layout(std430, binding = 0) readonly buffer ABuf { float A[]; }; layout(std430, binding = 1) readonly buffer BBuf { uint Bw[]; }; layout(std430, binding = 2) buffer CBuf { float C[]; }; layout(push_constant) uniform PC { uint M, N, K; uint lda, ldb, ldc; uint ta, tb; float alpha, beta; } pc; shared float As[16][16]; shared float Bs[16][16]; float load_bf16(uint e) { uint w = Bw[e >> 1u]; uint h = ((e & 1u) == 0u) ? (w & 0xffffu) : (w >> 16u); return uintBitsToFloat(h << 16u); } void main() { uint row = gl_GlobalInvocationID.y; uint col = gl_GlobalInvocationID.x; uint tx = gl_LocalInvocationID.x; uint ty = gl_LocalInvocationID.y; float acc = 0.0; uint numTiles = (pc.K + 15u) / 16u; for (uint t = 0u; t < numTiles; t++) { uint kA = t * 16u + tx; uint kB = t * 16u + ty; float av = 0.0; if (row < pc.M && kA < pc.K) { av = (pc.ta == 0u) ? A[row * pc.lda + kA] : A[kA * pc.lda + row]; } As[ty][tx] = av; float bv = 0.0; if (col < pc.N && kB < pc.K) { uint e = (pc.tb == 0u) ? (kB * pc.ldb + col) : (col * pc.ldb + kB); bv = load_bf16(e); } Bs[ty][tx] = bv; barrier(); for (uint k = 0u; k < 16u; k++) { acc += As[ty][k] * Bs[k][tx]; } barrier(); } if (row < pc.M && col < pc.N) { uint ci = row * pc.ldc + col; float prev = (pc.beta != 0.0) ? C[ci] : 0.0; C[ci] = pc.alpha * acc + pc.beta * prev; } }