/ vulkan-shaders / mul_mat_vec.comp
mul_mat_vec.comp
1 #version 450 2 3 #ifdef FLOAT16 4 #extension GL_EXT_shader_explicit_arithmetic_types_float16 : require 5 #endif 6 7 #include "mul_mat_vec_base.comp" 8 9 layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; 10 11 layout (constant_id = 0) const uint BLOCK_SIZE = 32; 12 13 shared FLOAT_TYPE tmp[BLOCK_SIZE]; 14 15 void main() { 16 const uint row = gl_WorkGroupID.x; 17 const uint tid = gl_LocalInvocationID.x; 18 19 uint a_offset, b_offset, d_offset; 20 get_offsets(a_offset, b_offset, d_offset); 21 22 const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2; 23 24 tmp[tid] = FLOAT_TYPE(0.0f); 25 26 [[unroll]] for (uint i = 0; i < p.ncols/BLOCK_SIZE; i += 2) { 27 const uint col = i*BLOCK_SIZE + 2*tid; 28 const uint ib = (row*p.ncols + col)/QUANT_K; // block index 29 const uint iqs = (col%QUANT_K)/QUANT_R; // quant index 30 const uint iybs = col - col%QUANT_K; // y block start index 31 32 vec2 v = dequantize(ib, iqs, a_offset / QUANT_K); 33 34 // matrix multiplication 35 tmp[tid] += FLOAT_TYPE(v.x) * FLOAT_TYPE(data_b[b_offset + iybs + iqs]) + 36 FLOAT_TYPE(v.y) * FLOAT_TYPE(data_b[b_offset + iybs + iqs + y_offset]); 37 } 38 39 // sum up partial sums and write back result 40 barrier(); 41 [[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) { 42 if (tid < s) { 43 tmp[tid] += tmp[tid + s]; 44 } 45 barrier(); 46 } 47 if (tid == 0) { 48 data_d[d_offset + row] = D_TYPE(tmp[0]); 49 } 50 }