#version 450

#include "rope_head.glsl"

void main() {
    const uint i0 = 2*gl_GlobalInvocationID.y;
    uint ne0 = p.ncols;
    uint ne1 = p.p_delta_rows;

    if (i0 >= ne0) {
        return;
    }

    const uint row_dst = gl_GlobalInvocationID.x;

    const uint row_x     = row_dst % ne1;
    const uint channel_x = row_dst / ne1;

    const uint idst = row_dst*ne0 + i0;
    const uint ix   = channel_x*p.s2 + row_x*p.s1 + i0;

    if (i0 >= p.n_dims) {
        data_d[idst + 0] = data_a[ix + 0];
        data_d[idst + 1] = data_a[ix + 1];

        return;
    }

    const float theta_base = data_pos[channel_x] * pow(p.theta_scale, i0/2.0f);

    const float freq_factor = p.has_ff != 0 ? data_ff[i0/2] : 1.0f;

    float cos_theta, sin_theta;
    rope_yarn(theta_base / freq_factor, i0, cos_theta, sin_theta);

    const float x0 = float(data_a[ix + 0]);
    const float x1 = float(data_a[ix + 1]);

    data_d[idst + 0] = D_TYPE(x0*cos_theta - x1*sin_theta);
    data_d[idst + 1] = D_TYPE(x0*sin_theta + x1*cos_theta);
}
