/ 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  }