/ vulkan-shaders / dequant_q6_k.comp
dequant_q6_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 = gl_WorkGroupID.x * 256 + wgy; 13 if (i >= p.M * p.K / QUANT_K) { 14 return; 15 } 16 const uint tid = gl_LocalInvocationID.x; 17 const uint ip = tid / 32; 18 const uint il = tid - 32 * ip; 19 const uint is = 8 * ip + il / 16; 20 21 const uint y_idx = i * QUANT_K + 128 * ip + il; 22 23 const uint ql_idx = 64 * ip + il; 24 const uint8_t qh = data_a[i].qh[32 * ip + il]; 25 26 const FLOAT_TYPE d = FLOAT_TYPE(data_a[i].d); 27 28 data_b[y_idx + 0] = D_TYPE(d * FLOAT_TYPE(data_a[i].scales[is + 0] * (int8_t((data_a[i].ql[ql_idx + 0] & 0xF) | (((qh >> 0) & 3) << 4)) - 32))); 29 data_b[y_idx + 32] = D_TYPE(d * FLOAT_TYPE(data_a[i].scales[is + 2] * (int8_t((data_a[i].ql[ql_idx + 32] & 0xF) | (((qh >> 2) & 3) << 4)) - 32))); 30 data_b[y_idx + 64] = D_TYPE(d * FLOAT_TYPE(data_a[i].scales[is + 4] * (int8_t((data_a[i].ql[ql_idx + 0] >> 4) | (((qh >> 4) & 3) << 4)) - 32))); 31 data_b[y_idx + 96] = D_TYPE(d * FLOAT_TYPE(data_a[i].scales[is + 6] * (int8_t((data_a[i].ql[ql_idx + 32] >> 4) | (((qh >> 6) & 3) << 4)) - 32))); 32 } 33 }