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 ib32, 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 + 32 * ib32;
12
13 uint ibi = a_offset + first_row * num_blocks_per_row + i;
14 [[unroll]] for (uint n = 0; n < num_rows; ++n) {
15 const float d = float(data_a[ibi].d);
16 const uint scale = (data_a[ibi].scales[ib32/2] >> (4 * (ib32 & 1))) & 0xF;
17 const float dscale = d * (1 + 2 * scale);
18 const uint qh = data_a[ibi].qh[ib32];
19 FLOAT_TYPE sum[NUM_COLS];
20 [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
21 sum[j] = 0.0;
22 }
23 [[unroll]] for (uint l = 0; l < 4; ++l) {
24 const u8vec2 qs = unpack8(uint32_t(data_a_packed16[ibi].qs[4 * ib32 + l])).xy; // vec4 used due to #12147
25 const uint sign = data_a[ibi].signs[4 * ib32 + l];
26 const vec4 grid0 = vec4(unpack8(iq3s_grid[qs.x | ((qh << (8 - 2*l)) & 0x100)]));
27 const vec4 grid1 = vec4(unpack8(iq3s_grid[qs.y | ((qh << (7 - 2*l)) & 0x100)]));
28
29 [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
30 const vec4 b0 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 0]);
31 const vec4 b4 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 1]);
32
33 sum[j] =
34 fma(FLOAT_TYPE(b0.x), FLOAT_TYPE((sign & 1) != 0 ? -grid0.x : grid0.x),
35 fma(FLOAT_TYPE(b0.y), FLOAT_TYPE((sign & 2) != 0 ? -grid0.y : grid0.y),
36 fma(FLOAT_TYPE(b0.z), FLOAT_TYPE((sign & 4) != 0 ? -grid0.z : grid0.z),
37 fma(FLOAT_TYPE(b0.w), FLOAT_TYPE((sign & 8) != 0 ? -grid0.w : grid0.w),
38 fma(FLOAT_TYPE(b4.x), FLOAT_TYPE((sign & 16) != 0 ? -grid1.x : grid1.x),
39 fma(FLOAT_TYPE(b4.y), FLOAT_TYPE((sign & 32) != 0 ? -grid1.y : grid1.y),
40 fma(FLOAT_TYPE(b4.z), FLOAT_TYPE((sign & 64) != 0 ? -grid1.z : grid1.z),
41 fma(FLOAT_TYPE(b4.w), FLOAT_TYPE((sign & 128) != 0 ? -grid1.w : grid1.w),
42 sum[j]))))))));
43 }
44 }
45 [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
46 temp[j][n] = fma(dscale, sum[j], temp[j][n]);
47 }
48 ibi += num_blocks_per_row;
49 }
50}
51
52void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
53 uint a_offset, b_offset, d_offset;
54 get_offsets(a_offset, b_offset, d_offset);
55
56 const uint num_blocks_per_row = p.ncols / QUANT_K;
57
58 // 8 threads are used to process each block
59 const uint blocks_per_wg = gl_WorkGroupSize.x/8;
60 const uint tid = gl_LocalInvocationID.x;
61 const uint itid = tid % 8; // 0...7
62 const uint ix = tid / 8;
63
64 [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
65 [[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
66 temp[j][i] = FLOAT_TYPE(0);
67 }
68 }
69
70 [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += blocks_per_wg)
71 calc_superblock(a_offset, b_offset, itid, i, num_blocks_per_row, first_row, num_rows);
72
73 reduce_result(temp, d_offset, first_row, num_rows, tid);
74}
75
76void main() {
77 const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
78
79 init_iq_shmem(gl_WorkGroupSize);
80
81 // do NUM_ROWS at a time, unless there aren't enough remaining rows
82 if (first_row + NUM_ROWS <= p.stride_d) {
83 compute_outputs(first_row, NUM_ROWS);
84 } else {
85 if (first_row >= p.stride_d) {
86 return;
87 }
88 compute_outputs(first_row, p.stride_d - first_row);
89 }
90}