/ vulkan-shaders / dequant_q4_1.comp
dequant_q4_1.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_1 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 m = float(data_a[ib].m); 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) + m); 30 data_b[b_idx + l + 16] = D_TYPE(d * (data_a[ib].qs[q_idx + l] >> 4) + m); 31 } 32 }