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- void main() {
- const uint i = gl_WorkGroupID.x;
- const int r = inB[i + pcs.inBOff];
- int z = 0;
- for (uint ind = gl_LocalInvocationID.x; ind < pcs.ne00/16; ind += gl_WorkGroupSize.x) {
- const uint inIndex = (r * pcs.nb01 + pcs.inAOff) + ind/NL * SIZE_OF_BLOCK;
- const mat4 result = dequantize_block(inIndex, ind%NL);
- for (uint j = 0; j < 4; ++j) {
- for (uint k = 0; k < 4; ++k) {
- const uint outIndex = i * pcs.nb1/BYTES_FOR_TYPE + pcs.outOff + z;
- out_[outIndex] = result[j][k];
- ++z;
- }
- }
- }
- }
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