#version 450 #include "dequant_head.glsl" layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {block_q8_0 data_a[];}; layout (binding = 1) writeonly buffer D {D_TYPE data_b[];}; void main() { const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64; const uint tid = gl_LocalInvocationID.x % 64; const uint il = tid/32; const uint ir = tid%32; const uint ib = 32*i + ir; if (ib >= p.nel / 32) { return; } #ifdef DEQUANT_TRANSPOSE // read [HS, NH, KV, NS], write [HS, KV, NH, NS] const uint HS = p.M, NH = p.K, KVn = p.stride_a; const uint e0 = ib * 32; const uint b_idx = (e0 % HS) + ((e0 / (HS * NH)) % KVn) * HS + ((e0 / HS) % NH) * (HS * KVn) + (e0 / (HS * NH * KVn)) * (HS * KVn * NH) + 16 * il; #else const uint b_idx = 1024*i + 32*ir + 16*il; #endif const float d = float(data_a[ib].d); const uint q_idx = 16*il; [[unroll]] for (uint l = 0; l < 16; l += 2) { data_b[b_idx + l ] = D_TYPE(d * data_a[ib].qs[q_idx + l ]); data_b[b_idx + l + 1] = D_TYPE(d * data_a[ib].qs[q_idx + l + 1]); } }