/ 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  }