dequant_q3_k.comp 1.7 KB

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  1. #version 450
  2. #include "dequant_head.comp"
  3. layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
  4. layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
  5. layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
  6. void main() {
  7. [[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
  8. const uint i = uint(gl_WorkGroupID.x * 256 + wgy);
  9. if (i >= p.M * p.K / QUANT_K) {
  10. return;
  11. }
  12. const uint r = gl_LocalInvocationID.x / 4;
  13. const uint tid = r / 2;
  14. const uint is0 = r % 2;
  15. const uint l0 = 16 * is0 + 4 * (gl_LocalInvocationID.x % 4);
  16. const uint n = tid / 4;
  17. const uint j = tid - 4*n;
  18. const uint8_t m = uint8_t(1 << (4*n + j));
  19. const uint is = 8*n + 2*j + is0;
  20. const uint shift = 2*j;
  21. const int8_t us = int8_t(is < 4 ? (data_a[i].scales[is-0] & 0xF) | (((data_a[i].scales[is+8] >> 0) & 3) << 4) :
  22. is < 8 ? (data_a[i].scales[is-0] & 0xF) | (((data_a[i].scales[is+4] >> 2) & 3) << 4) :
  23. is < 12 ? (data_a[i].scales[is-8] >> 4) | (((data_a[i].scales[is+0] >> 4) & 3) << 4) :
  24. (data_a[i].scales[is-8] >> 4) | (((data_a[i].scales[is-4] >> 6) & 3) << 4));
  25. const FLOAT_TYPE d_all = FLOAT_TYPE(data_a[i].d);
  26. const FLOAT_TYPE dl = d_all * FLOAT_TYPE(us - 32);
  27. const uint y_idx = i * QUANT_K + 128 * n + 32 * j;
  28. const uint qs_idx = 32*n;
  29. for (uint l = l0; l < l0 + 4; ++l) {
  30. data_b[y_idx + l] = D_TYPE(dl * FLOAT_TYPE(int8_t((data_a[i].qs[qs_idx + l] >> shift) & 3) - (((data_a[i].hmask[l] & m) != 0) ? 0 : 4)));
  31. }
  32. }
  33. }