#version 450 #extension GL_EXT_shader_explicit_arithmetic_types : require #include "mul_mat_vec_base.comp" layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in; shared FLOAT_TYPE tmp[32]; void main() { const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z; if (row >= p.stride_d) { return; } uint a_offset, b_offset, d_offset; get_offsets(a_offset, b_offset, d_offset); const uint num_blocks_per_row = p.ncols / QUANT_K; const uint ib0 = a_offset / QUANT_K + row*num_blocks_per_row; const uint tid = gl_LocalInvocationID.x/K_QUANTS_PER_ITERATION; // 0...31 or 0...16 const uint ix = gl_LocalInvocationID.x%K_QUANTS_PER_ITERATION; // 0 or 0, 1 const uint step = 16/K_QUANTS_PER_ITERATION; // 16 or 8 const uint v_im = tid/step; // 0 or 1. 0 computes 0..., 1 computes 128... const uint v_in = tid - step*v_im; // 0...15 or 0...7 #if K_QUANTS_PER_ITERATION == 1 const uint l0 = v_in; // 0...15 const uint is = 0; #else const uint l0 = 4 * v_in; // 0, 4, 8, ..., 28 const uint is = v_in / 4; #endif const uint ql_offset = 64*v_im + l0; const uint qh_offset = 32*v_im + l0; const uint s_offset = 8*v_im + is; const uint y_offset = 128*v_im + l0; FLOAT_TYPE temp = FLOAT_TYPE(0.0); // partial sum for thread in warp [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += K_QUANTS_PER_ITERATION) { const uint y_idx = i * QUANT_K + y_offset; const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d); FLOAT_TYPE scales[4]; scales[0] = FLOAT_TYPE(data_a[ib0 + i].scales[s_offset + 0]); scales[1] = FLOAT_TYPE(data_a[ib0 + i].scales[s_offset + 2]); scales[2] = FLOAT_TYPE(data_a[ib0 + i].scales[s_offset + 4]); scales[3] = FLOAT_TYPE(data_a[ib0 + i].scales[s_offset + 6]); uint32_t ql0_u32 = uint32_t(data_a_packed16[ib0 + i].ql[ql_offset / 2]) | (uint32_t(data_a_packed16[ib0 + i].ql[ql_offset / 2 + 1]) << 16); uint32_t ql32_u32 = uint32_t(data_a_packed16[ib0 + i].ql[ql_offset / 2 + 16]) | (uint32_t(data_a_packed16[ib0 + i].ql[ql_offset / 2 + 17]) << 16); uint32_t ql0_u32_lo4 = ql0_u32 & 0x0F0F0F0F; uint32_t ql0_u32_hi4 = (ql0_u32 >> 4) & 0x0F0F0F0F; uint32_t ql32_u32_lo4 = ql32_u32 & 0x0F0F0F0F; uint32_t ql32_u32_hi4 = (ql32_u32 >> 4) & 0x0F0F0F0F; uint32_t qh_u32 = uint32_t(data_a_packed16[ib0 + i].qh[qh_offset / 2]) | (uint32_t(data_a_packed16[ib0 + i].qh[qh_offset / 2 + 1]) << 16); uint32_t qh0_u32 = (qh_u32 & 0x03030303) << 4; uint32_t qh2_u32 = (qh_u32 & 0x0C0C0C0C) << 2; uint32_t qh4_u32 = (qh_u32 & 0x30303030) << 0; uint32_t qh6_u32 = (qh_u32 & 0xC0C0C0C0) >> 2; uint32_t q0_u32 = ql0_u32_lo4 | qh0_u32; uint32_t q1_u32 = ql32_u32_lo4 | qh2_u32; uint32_t q2_u32 = ql0_u32_hi4 | qh4_u32; uint32_t q3_u32 = ql32_u32_hi4 | qh6_u32; uvec4 q0 = uvec4(unpack8(q0_u32)); uvec4 q1 = uvec4(unpack8(q1_u32)); uvec4 q2 = uvec4(unpack8(q2_u32)); uvec4 q3 = uvec4(unpack8(q3_u32)); B_TYPE_VEC4 by0 = data_b_v4[(b_offset + y_idx) / 4]; B_TYPE_VEC4 by32 = data_b_v4[(b_offset + y_idx) / 4 + 8]; B_TYPE_VEC4 by64 = data_b_v4[(b_offset + y_idx) / 4 + 16]; B_TYPE_VEC4 by96 = data_b_v4[(b_offset + y_idx) / 4 + 24]; FLOAT_TYPE sum = FLOAT_TYPE(0.0); [[unroll]] for (int l = 0; l < 4; ++l) { sum = fma(FLOAT_TYPE(by0[l]) * scales[0], FLOAT_TYPE(int8_t(q0[l]) - 32), fma(FLOAT_TYPE(by32[l]) * scales[1], FLOAT_TYPE(int8_t(q1[l]) - 32), fma(FLOAT_TYPE(by64[l]) * scales[2], FLOAT_TYPE(int8_t(q2[l]) - 32), fma(FLOAT_TYPE(by96[l]) * scales[3], FLOAT_TYPE(int8_t(q3[l]) - 32), sum)))); } temp += sum * d; } tmp[gl_LocalInvocationID.x] = temp; // sum up partial sums and write back result barrier(); [[unroll]] for (uint s = 16; s > 0; s >>= 1) { if (tid < s) { tmp[tid] += tmp[tid + s]; } barrier(); } if (tid == 0) { data_d[d_offset + row] = D_TYPE(tmp[0]); } }