1#version 450
2#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
3
4#include "mul_mat_vec_base.glsl"
5
6layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
7
8FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];
9
10void calc_superblock(const uint a_offset, const uint b_offset, const uint itid, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) {
11 const uint y_idx = i * QUANT_K + 16 * itid;
12 const uint ib32 = itid / 2; // 0..7
13
14 uint ibi = a_offset + first_row * num_blocks_per_row + i;
15 [[unroll]] for (uint n = 0; n < num_rows; ++n) {
16 const float d = float(data_a[ibi].d);
17 const uint signscale = pack32(u16vec2(
18 data_a_packed16[ibi].qs[4 * ib32 + 2],
19 data_a_packed16[ibi].qs[4 * ib32 + 3]));
20 const float db = d * 0.25 * (0.5 + (signscale >> 28));
21 [[unroll]] for (uint l = 0; l < 2; ++l) {
22 const uint qs = data_a[ibi].qs[8 * ib32 + 2 * (itid & 1) + l];
23 const uint sign = bitfieldExtract(signscale, 7 * int(2 * (itid & 1) + l), 7);
24 const uint sign7 = bitCount(sign);
25 const vec4 grid0 = vec4(unpack8(iq2xxs_grid[qs].x));
26 const vec4 grid1 = vec4(unpack8(iq2xxs_grid[qs].y));
27
28 [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
29 const vec4 b0 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 0]);
30 const vec4 b4 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 1]);
31
32 FLOAT_TYPE sum =
33 fma(FLOAT_TYPE(b0.x), FLOAT_TYPE((sign & 1) != 0 ? -grid0.x : grid0.x),
34 fma(FLOAT_TYPE(b0.y), FLOAT_TYPE((sign & 2) != 0 ? -grid0.y : grid0.y),
35 fma(FLOAT_TYPE(b0.z), FLOAT_TYPE((sign & 4) != 0 ? -grid0.z : grid0.z),
36 fma(FLOAT_TYPE(b0.w), FLOAT_TYPE((sign & 8) != 0 ? -grid0.w : grid0.w),
37 fma(FLOAT_TYPE(b4.x), FLOAT_TYPE((sign & 16) != 0 ? -grid1.x : grid1.x),
38 fma(FLOAT_TYPE(b4.y), FLOAT_TYPE((sign & 32) != 0 ? -grid1.y : grid1.y),
39 fma(FLOAT_TYPE(b4.z), FLOAT_TYPE((sign & 64) != 0 ? -grid1.z : grid1.z),
40 fma(FLOAT_TYPE(b4.w), FLOAT_TYPE((sign7 & 1) != 0 ? -grid1.w : grid1.w),
41 FLOAT_TYPE(0.0)))))))));
42 temp[j][n] = fma(db, sum, temp[j][n]);
43 }
44 }
45 ibi += num_blocks_per_row;
46 }
47}
48
49void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
50 uint a_offset, b_offset, d_offset;
51 get_offsets(a_offset, b_offset, d_offset);
52
53 const uint num_blocks_per_row = p.ncols / QUANT_K;
54
55 // 16 threads are used to process each block
56 const uint blocks_per_wg = gl_WorkGroupSize.x/16;
57 const uint tid = gl_LocalInvocationID.x;
58 const uint itid = tid % 16; // 0...15
59 const uint ix = tid / 16;
60
61 [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
62 [[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
63 temp[j][i] = FLOAT_TYPE(0);
64 }
65 }
66
67 [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += blocks_per_wg)
68 calc_superblock(a_offset, b_offset, itid, i, num_blocks_per_row, first_row, num_rows);
69
70 reduce_result(temp, d_offset, first_row, num_rows, tid);
71}
72
73void main() {
74 const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
75
76 init_iq_shmem(gl_WorkGroupSize);
77
78 // do NUM_ROWS at a time, unless there aren't enough remaining rows
79 if (first_row + NUM_ROWS <= p.stride_d) {
80 compute_outputs(first_row, NUM_ROWS);
81 } else {
82 if (first_row >= p.stride_d) {
83 return;
84 }
85 compute_outputs(first_row, p.stride_d - first_row);
86 }
87}