1#version 450
 2
 3#include "dequant_head.glsl"
 4
 5layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
 6
 7layout (binding = 0) readonly buffer A {float data_a[];};
 8layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
 9
10void main() {
11    const uint i = gl_GlobalInvocationID.x * 16;
12
13    if (i >= p.nel) {
14        return;
15    }
16
17    [[unroll]] for (uint l = 0; l < 16; l++) {
18        data_b[i + l] = D_TYPE(data_a[i + l]);
19    }
20}