/ vulkan-shaders / dequant_q3_k.comp
dequant_q3_k.comp
1 #version 450 2 3 #include "dequant_head.comp" 4 5 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; 6 7 layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; 8 layout (binding = 1) writeonly buffer D {D_TYPE data_b[];}; 9 10 void main() { 11 [[unroll]] for (uint wgy = 0; wgy < 256; wgy++) { 12 const uint i = uint(gl_WorkGroupID.x * 256 + wgy); 13 if (i >= p.M * p.K / QUANT_K) { 14 return; 15 } 16 17 const uint r = gl_LocalInvocationID.x / 4; 18 const uint tid = r / 2; 19 const uint is0 = r % 2; 20 const uint l0 = 16 * is0 + 4 * (gl_LocalInvocationID.x % 4); 21 const uint n = tid / 4; 22 const uint j = tid - 4*n; 23 24 const uint8_t m = uint8_t(1 << (4*n + j)); 25 const uint is = 8*n + 2*j + is0; 26 const uint shift = 2*j; 27 28 const int8_t us = int8_t(is < 4 ? (data_a[i].scales[is-0] & 0xF) | (((data_a[i].scales[is+8] >> 0) & 3) << 4) : 29 is < 8 ? (data_a[i].scales[is-0] & 0xF) | (((data_a[i].scales[is+4] >> 2) & 3) << 4) : 30 is < 12 ? (data_a[i].scales[is-8] >> 4) | (((data_a[i].scales[is+0] >> 4) & 3) << 4) : 31 (data_a[i].scales[is-8] >> 4) | (((data_a[i].scales[is-4] >> 6) & 3) << 4)); 32 const FLOAT_TYPE d_all = FLOAT_TYPE(data_a[i].d); 33 const FLOAT_TYPE dl = d_all * FLOAT_TYPE(us - 32); 34 35 const uint y_idx = i * QUANT_K + 128 * n + 32 * j; 36 const uint qs_idx = 32*n; 37 38 for (uint l = l0; l < l0 + 4; ++l) { 39 data_b[y_idx + l] = D_TYPE(dl * FLOAT_TYPE(int8_t((data_a[i].qs[qs_idx + l] >> shift) & 3) - (((data_a[i].hmask[l] & m) != 0) ? 0 : 4))); 40 } 41 } 42 }