31 lines
904 B
Plaintext
31 lines
904 B
Plaintext
#version 450
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#include "types.glsl"
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#include "generic_binary_head.glsl"
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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void main() {
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const uint idx = gl_GlobalInvocationID.x;
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if (idx >= p.ne) {
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return;
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}
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const uint offset = p.param3;
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const uint src1_i = idx - offset;
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const uint i3 = src1_i / p.nb03;
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const uint rem2 = src1_i - i3 * p.nb03;
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const uint i2 = rem2 / p.nb02;
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const uint rem1 = rem2 - i2 * p.nb02;
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const uint i1 = rem1 / p.nb01;
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const uint i0 = rem1 % p.nb01;
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uint i00, i01, i02, i03;
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if (i0 < p.ne10 && i1 < p.ne11 && i2 < p.ne12 && i3 < p.ne13) {
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data_d[get_doffset() + idx] = D_TYPE(FLOAT_TYPE(data_a[get_aoffset() + idx]) + FLOAT_TYPE(data_b[get_boffset() + src1_idx(i0, i1, i2, i3)]));
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} else {
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data_d[get_doffset() + idx] = D_TYPE(FLOAT_TYPE(data_a[get_aoffset() + idx]));
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}
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}
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