/ vulkan-shaders / dequant_q4_0.comp
dequant_q4_0.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 {block_q4_0 data_a[];};
 8  layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
 9  
10  void main() {
11      const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64;
12  
13      const uint tid = gl_LocalInvocationID.x % 64;
14      const uint il  = tid/32;
15      const uint ir  = tid%32;
16      const uint ib = 32*i + ir;
17      if (ib >= p.nel / 32) {
18          return;
19      }
20  
21      const uint b_idx = 1024*i + 32*ir + 8*il;
22  
23      const float d = float(data_a[ib].d);
24      const float dm = -8.0f * d;
25  
26      const uint q_idx = 8*il;
27  
28      [[unroll]] for (uint l = 0; l < 8; ++l) {
29          data_b[b_idx + l +  0] = D_TYPE(d * (data_a[ib].qs[q_idx + l] & 0xF) + dm);
30          data_b[b_idx + l + 16] = D_TYPE(d * (data_a[ib].qs[q_idx + l] >>  4) + dm);
31      }
32  }