"WebGL 2 compute" NxN matrix multiplication C = A x B (SGEMM) v.4_4 demo.
See Kernel 4:
Wider data-types by Cedric Nugteren.
All A, B elements are random (0 - 1). Error "er1" is calculated as
the sum of |CCPU - CGPU |/(N*N) for all matrix elements.
er2 = max(|CCPU - CGPU |).
See also Shader 4_8 benchmark.
#version 310 es #define TS 32u #define WIDTH 8u #define TSW 4u // TS/WIDTH layout (local_size_x = TSW, local_size_y = TS, local_size_z = 1) in; layout (std430, binding = 0) readonly buffer ssbA { mat2x4 A[]; }; layout (std430, binding = 1) readonly buffer ssbB { mat2x4 B[]; }; layout (std430, binding = 2) writeonly buffer ssbC { mat2x4 C[]; }; uniform uvec3 MNK; shared mat2x4 Asub[TS][TS/WIDTH]; // Local memory to fit a tile of shared mat2x4 Bsub[TS][TS/WIDTH]; // TS*TS elements of A and B void main() { uint M = MNK.x, N = MNK.y, K = MNK.z; // Thread identifiers uint row = gl_LocalInvocationID.x; // Local row ID (max: TS/WIDTH) uint col = gl_LocalInvocationID.y; // Local col ID (max: TS) uint globalRow = (TS/WIDTH)*gl_WorkGroupID.x + row; // Row ID of C (0..M/WIDTH) uint globalCol = TS*gl_WorkGroupID.y + col; // Col ID of C (0..N) // Initialise the accumulation register mat2x4 acc = mat2x4(vec4(0.0),vec4(0.0)); // Loop over all tiles uint numTiles = K/TS; for (uint t=0u; t < numTiles; t++) { // Load one tile of A and B into local memory uint tiledRow = (TS/WIDTH)*t + row; uint tiledCol = TS*t + col; Asub[col][row] = A[tiledCol*(M/WIDTH) + globalRow]; Bsub[col][row] = B[globalCol*(K/WIDTH) + tiledRow]; // Synchronise to make sure the tile is loaded memoryBarrierShared(); barrier(); // Perform the computation for a single tile mat2x4 vecB; for (uint k=0u; k < TS/WIDTH; k++) { vecB = Bsub[col][k]; acc += Asub[WIDTH*k][row] * vecB[0][0]; acc += Asub[WIDTH*k + 1u][row] * vecB[0][1]; acc += Asub[WIDTH*k + 2u][row] * vecB[0][2]; acc += Asub[WIDTH*k + 3u][row] * vecB[0][3]; acc += Asub[WIDTH*k + 4u][row] * vecB[1][0]; acc += Asub[WIDTH*k + 5u][row] * vecB[1][1]; acc += Asub[WIDTH*k + 6u][row] * vecB[1][2]; acc += Asub[WIDTH*k + 7u][row] * vecB[1][3]; } // Synchronise before loading the next tile barrier(); } // Store the final result in C C[globalCol*(M/WIDTH) + globalRow] = acc; }
What is optimal data (GPU regiser) length for mobile GPU?