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 {block_mxfp4 data_a[];};
8layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
9
10void main() {
11 const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64;
12
13 init_iq_shmem(gl_WorkGroupSize);
14
15 const uint tid = gl_LocalInvocationID.x % 64;
16 const uint il = tid/32;
17 const uint ir = tid%32;
18 const uint ib = 32*i + ir;
19 if (ib >= p.nel / 32) {
20 return;
21 }
22
23 const uint q_idx = 8*il;
24 const uint b_idx = 1024*i + 32*ir + q_idx;
25
26 const float d = e8m0_to_fp32(data_a[ib].e);
27
28 [[unroll]] for (uint l = 0; l < 8; ++l) {
29 data_b[b_idx + l + 0] = D_TYPE(d * 0.5 * float(kvalues_mxfp4[data_a[ib].qs[q_idx + l] & 0xF]));
30 data_b[b_idx + l + 16] = D_TYPE(d * 0.5 * float(kvalues_mxfp4[data_a[ib].qs[q_idx + l] >> 4]));
31 }
32}