/ vulkan-shaders / dequant_q5_0.comp
dequant_q5_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_q5_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 uint qh = uint(data_a[ib].qh[1]) << 16 | data_a[ib].qh[0]; 25 26 const uint q_idx = 8*il; 27 28 [[unroll]] for (uint l = 0; l < 8; ++l) { 29 const uint iqs = q_idx + l; 30 const uint vui = uint(data_a[ib].qs[iqs]); 31 data_b[b_idx + l + 0] = D_TYPE(d * (((vui & 0xF) | (((qh >> iqs) << 4) & 0x10)) - 16.0f)); 32 data_b[b_idx + l + 16] = D_TYPE(d * (((vui >> 4) | ((qh >> (iqs + 12)) & 0x10)) - 16.0f)); 33 } 34 }