/ vulkan-shaders / dequant_f32.comp
dequant_f32.comp
1 #version 450 2 3 #include "dequant_head.comp" 4 5 layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; 6 7 layout (binding = 0) readonly buffer A {float data_a[];}; 8 layout (binding = 1) writeonly buffer D {D_TYPE data_b[];}; 9 10 void main() { 11 const uint i = gl_GlobalInvocationID.x * 16; 12 13 if (i >= p.nel) { 14 return; 15 } 16 17 [[unroll]] for (uint l = 0; l < 16; l++) { 18 data_b[i + l] = D_TYPE(data_a[i + l]); 19 } 20 }