#version 450 #extension GL_EXT_shader_explicit_arithmetic_types_int32 : require #include "mul_mat_vec_base.glsl" layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; FLOAT_TYPE temp[NUM_COLS][NUM_ROWS]; void calc_superblock(const uint a_offset, const uint b_offset, const uint ib32, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) { const uint y_idx_base = i * QUANT_K + 32 * ib32; [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) { const uint base_b_idx = (j * p.batch_stride_b + b_offset + y_idx_base) / 4; [[unroll]] for (uint l = 0; l < 4; ++l) { const vec4 b_val_0 = vec4(data_b_v4[base_b_idx + 2 * l]); const vec4 b_val_1 = vec4(data_b_v4[base_b_idx + 2 * l + 1]); // index for data_a uint ibi = a_offset + first_row * num_blocks_per_row + i; [[unroll]] for (uint n = 0; n < num_rows; ++n) { const float d = float(data_a[ibi].d); const uint qh = data_a[ibi].qh[ib32]; const float dl = d * float(2 * bitfieldExtract(qh, 12, 3) + 1); const uint qs = data_a[ibi].qs[4 * ib32 + l]; const uint idxhi = bitfieldExtract(qh, 3 * int(l), 3); const uint16_t grid = uint16_t(iq1s_grid[qs | (idxhi << 8)]); const float delta_val = ((qh & 0x8000) != 0) ? -IQ1S_DELTA : IQ1S_DELTA; const vec4 delta_v = vec4(delta_val); const vec4 fbits0 = vec4( float(bitfieldExtract(grid, 0, 2)), float(bitfieldExtract(grid, 2, 2)), float(bitfieldExtract(grid, 4, 2)), float(bitfieldExtract(grid, 6, 2)) ); const vec4 fbits1 = vec4( float(bitfieldExtract(grid, 8, 2)), float(bitfieldExtract(grid, 10, 2)), float(bitfieldExtract(grid, 12, 2)), float(bitfieldExtract(grid, 14, 2)) ); vec4 sum_v = fma(b_val_0, fbits0 + delta_v, vec4(0.0)); sum_v = fma(b_val_1, fbits1 + delta_v, sum_v); FLOAT_TYPE sum = dot(sum_v, vec4(1.0)); temp[j][n] = fma(dl, sum, temp[j][n]); ibi += num_blocks_per_row; } } } } void compute_outputs(const uint32_t first_row, const uint32_t num_rows) { 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; // 8 threads are used to process each block const uint blocks_per_wg = gl_WorkGroupSize.x/8; const uint tid = gl_LocalInvocationID.x; const uint itid = tid % 8; // 0...7 const uint ix = tid / 8; [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) { [[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) { temp[j][i] = FLOAT_TYPE(0); } } [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += blocks_per_wg) calc_superblock(a_offset, b_offset, itid, i, num_blocks_per_row, first_row, num_rows); reduce_result(temp, d_offset, first_row, num_rows, tid); } void main() { const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z); init_iq_shmem(gl_WorkGroupSize); // do NUM_ROWS at a time, unless there aren't enough remaining rows if (first_row + NUM_ROWS <= p.stride_d) { compute_outputs(first_row, NUM_ROWS); } else { if (first_row >= p.stride_d) { return; } compute_outputs(first_row, p.stride_d - first_row); } }