/ vulkan-shaders / dequant_q4_k.comp
dequant_q4_k.comp
1 #version 450 2 3 #include "dequant_head.comp" 4 5 layout(local_size_x = 32, 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 = gl_WorkGroupID.x * 256 + wgy; 13 if (i >= p.M * p.K / QUANT_K) { 14 return; 15 } 16 17 const uint tid = gl_LocalInvocationID.x; 18 const uint il = tid / 8; 19 const uint ir = tid % 8; 20 const uint is = 2 * il; 21 const uint n = 4; 22 23 const FLOAT_TYPE dall = FLOAT_TYPE(data_a[i].d.x); 24 const FLOAT_TYPE dmin = FLOAT_TYPE(data_a[i].d.y); 25 26 const uint y_idx = i * QUANT_K + 64 * il + n * ir; 27 const uint qs_idx = 32*il + n * ir; 28 29 uint8_t sc; 30 uint8_t m; 31 if (is < 4) { 32 sc = uint8_t(data_a[i].scales[is] & 63); 33 m = uint8_t(data_a[i].scales[is + 4] & 63); 34 } else { 35 sc = uint8_t((data_a[i].scales[is + 4] & 0xF) | ((data_a[i].scales[is - 4] >> 6) << 4)); 36 m = uint8_t((data_a[i].scales[is + 4] >> 4) | ((data_a[i].scales[is ] >> 6) << 4)); 37 } 38 const FLOAT_TYPE d1 = dall * sc; 39 const FLOAT_TYPE m1 = dmin * m; 40 41 if (is < 4) { 42 sc = uint8_t(data_a[i].scales[is + 1] & 63); 43 m = uint8_t(data_a[i].scales[is + 5] & 63); 44 } else { 45 sc = uint8_t((data_a[i].scales[is + 5] & 0xF) | ((data_a[i].scales[is - 3] >> 6) << 4)); 46 m = uint8_t((data_a[i].scales[is + 5] >> 4) | ((data_a[i].scales[is + 1] >> 6) << 4)); 47 } 48 const FLOAT_TYPE d2 = dall * sc; 49 const FLOAT_TYPE m2 = dmin * m; 50 51 [[unroll]] for (uint l = 0; l < n; ++l) { 52 data_b[y_idx + l ] = D_TYPE(d1 * FLOAT_TYPE(data_a[i].qs[qs_idx + l] & 0xF) - m1); 53 data_b[y_idx + l + 32] = D_TYPE(d2 * FLOAT_TYPE(data_a[i].qs[qs_idx + l] >> 4) - m2); 54 } 55 } 56 }