| layout(local_size_x = 1) in; | |
| layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; }; | |
| layout(binding = 1) buffer restrict writeonly tensorOut { float out_[]; }; | |
| layout(push_constant) uniform PushConstants { | |
| uint inOff; | |
| uint outOff; | |
| } pcs; | |
| void main() { | |
| const uint baseIndex = gl_WorkGroupID.x * 4; | |
| for (uint x = 0; x < 4; x++) { | |
| const uint i = baseIndex + x; | |
| const float y = in_[i + pcs.inOff]; | |
| out_[i + pcs.outOff] = y / (1.0 + exp(-y)); | |
| } | |
| } | |