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_q4_1 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    const uint tid = gl_LocalInvocationID.x % 64;
14    const uint il  = tid/32;
15    const uint ir  = tid%32;
16    const uint ib = 32*i + ir;
17    if (ib >= p.nel / 32) {
18        return;
19    }
20
21    const uint b_idx = 1024*i + 32*ir + 8*il;
22
23    const float d = float(data_a[ib].d);
24    const float m = float(data_a[ib].m);
25
26    const uint q_idx = 8*il;
27
28    [[unroll]] for (uint l = 0; l < 8; ++l) {
29        data_b[b_idx + l +  0] = D_TYPE(d * (data_a[ib].qs[q_idx + l] & 0xF) + m);
30        data_b[b_idx + l + 16] = D_TYPE(d * (data_a[ib].qs[q_idx + l] >>  4) + m);
31    }
32}