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
  8shared FLOAT_TYPE sccache1[2][BLOCK_SIZE/16][16];
  9shared FLOAT_TYPE sccache2[2][BLOCK_SIZE/16][16];
 10
 11FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];
 12uint csel = 0;
 13
 14void calc_superblock(const uint a_offset, const uint b_offset, const uint itid, const uint v_im, const uint ix, const uint q_offset, const uint y_offset, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows, const bool all_threads) {
 15    const uint y_idx = i * QUANT_K + y_offset;
 16
 17    [[unroll]] for (uint n = 0; n < num_rows; ++n) {
 18        const uint ib0 = a_offset + (first_row+n)*num_blocks_per_row;
 19        csel ^= 1;
 20
 21        if (!all_threads) { // when we don't have enough blocks to use all threads
 22            if (i < num_blocks_per_row) {
 23                const uint32_t scale = uint32_t(data_a[ib0 + i].scales[itid]);
 24                sccache1[csel][ix][itid] = FLOAT_TYPE(scale & 0xF);
 25                sccache2[csel][ix][itid] = FLOAT_TYPE((scale >> 4) & 0xF);
 26            }
 27            barrier();
 28
 29            if (i >= num_blocks_per_row)
 30                continue;
 31        } else {
 32            const uint32_t scale = uint32_t(data_a[ib0 + i].scales[itid]);
 33            sccache1[csel][ix][itid] = FLOAT_TYPE(scale & 0xF);
 34            sccache2[csel][ix][itid] = FLOAT_TYPE((scale >> 4) & 0xF);
 35            barrier();
 36        }
 37
 38        const uint32_t qs_u32 = uint32_t(data_a_packed16[ib0 + i].qs[q_offset / 2]) | (uint32_t(data_a_packed16[ib0 + i].qs[q_offset / 2 + 8]) << 16);
 39        const vec4 qs_u32_0 = vec4(unpack8(qs_u32 & 0x03030303));
 40        const vec4 qs_u32_2 = vec4(unpack8((qs_u32 >> 2) & 0x03030303));
 41        const vec4 qs_u32_4 = vec4(unpack8((qs_u32 >> 4) & 0x03030303));
 42        const vec4 qs_u32_6 = vec4(unpack8((qs_u32 >> 6) & 0x03030303));
 43
 44        const FLOAT_TYPE_VEC2 dm = vec2(data_a[ib0 + i].dm);
 45
 46        [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
 47            vec2 b0 =   vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 +  0]);
 48            vec2 b16 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 +  8]);
 49            vec2 b32 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 16]);
 50            vec2 b48 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 24]);
 51            vec2 b64 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 32]);
 52            vec2 b80 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 40]);
 53            vec2 b96 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 48]);
 54            vec2 b112 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 56]);
 55
 56            FLOAT_TYPE sum1 = FLOAT_TYPE(0.0);
 57            FLOAT_TYPE sum2 = FLOAT_TYPE(0.0);
 58            [[unroll]] for (int l = 0; l < 2; ++l) {
 59                sum1 = fma(FLOAT_TYPE(b0[l]),   sccache1[csel][ix][    8*v_im] * qs_u32_0[l  ],
 60                       fma(FLOAT_TYPE(b16[l]),  sccache1[csel][ix][1 + 8*v_im] * qs_u32_0[l+2],
 61                       fma(FLOAT_TYPE(b32[l]),  sccache1[csel][ix][2 + 8*v_im] * qs_u32_2[l  ],
 62                       fma(FLOAT_TYPE(b48[l]),  sccache1[csel][ix][3 + 8*v_im] * qs_u32_2[l+2],
 63                       fma(FLOAT_TYPE(b64[l]),  sccache1[csel][ix][4 + 8*v_im] * qs_u32_4[l  ],
 64                       fma(FLOAT_TYPE(b80[l]),  sccache1[csel][ix][5 + 8*v_im] * qs_u32_4[l+2],
 65                       fma(FLOAT_TYPE(b96[l]),  sccache1[csel][ix][6 + 8*v_im] * qs_u32_6[l  ],
 66                       fma(FLOAT_TYPE(b112[l]), sccache1[csel][ix][7 + 8*v_im] * qs_u32_6[l+2], sum1))))))));
 67                sum2 = fma(FLOAT_TYPE(b0[l]),   sccache2[csel][ix][    8*v_im],
 68                       fma(FLOAT_TYPE(b16[l]),  sccache2[csel][ix][1 + 8*v_im],
 69                       fma(FLOAT_TYPE(b32[l]),  sccache2[csel][ix][2 + 8*v_im],
 70                       fma(FLOAT_TYPE(b48[l]),  sccache2[csel][ix][3 + 8*v_im],
 71                       fma(FLOAT_TYPE(b64[l]),  sccache2[csel][ix][4 + 8*v_im],
 72                       fma(FLOAT_TYPE(b80[l]),  sccache2[csel][ix][5 + 8*v_im],
 73                       fma(FLOAT_TYPE(b96[l]),  sccache2[csel][ix][6 + 8*v_im],
 74                       fma(FLOAT_TYPE(b112[l]), sccache2[csel][ix][7 + 8*v_im], sum2))))))));
 75            }
 76            temp[j][n] = fma(dm.x, sum1, fma(-dm.y, sum2, temp[j][n]));
 77        }
 78    }
 79}
 80
 81void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
 82    uint a_offset, b_offset, d_offset;
 83    get_offsets(a_offset, b_offset, d_offset);
 84
 85    const uint num_blocks_per_row = p.ncols / QUANT_K;
 86
 87    // 16 threads are used to process each block
 88    const uint it_size = gl_WorkGroupSize.x/16;
 89    const uint tid = gl_LocalInvocationID.x;
 90    const uint itid = tid%16;  // 0...15
 91    const uint ix = tid/16;
 92
 93    const uint v_im = itid/8;                                // 0 or 1. 0 computes 0..., 1 computes 128...
 94    const uint v_in = itid - 8*v_im;                         // 0...7
 95
 96    const uint l0 = 2*v_in;                                  // 0...15
 97    const uint q_offset = 32*v_im + l0;
 98    const uint y_offset = 128*v_im + l0;
 99
100    [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
101        [[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
102            temp[j][i] = FLOAT_TYPE(0);
103        }
104    }
105
106    const uint nbr_par_th = num_blocks_per_row%it_size;
107    const uint nbr_all_th = num_blocks_per_row - nbr_par_th;
108    uint i0 = 0;
109    [[unroll]] for (; i0 < nbr_all_th; i0 += it_size)
110        calc_superblock(a_offset, b_offset, itid, v_im, ix, q_offset, y_offset, i0 + ix, num_blocks_per_row, first_row, num_rows, true);
111    calc_superblock(a_offset, b_offset, itid, v_im, ix, q_offset, y_offset, i0 + ix, num_blocks_per_row, first_row, num_rows, false);
112
113    reduce_result(temp, d_offset, first_row, num_rows, tid);
114}
115
116void main() {
117    const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
118
119    // do NUM_ROWS at a time, unless there aren't enough remaining rows
120    if (first_row + NUM_ROWS <= p.stride_d) {
121        compute_outputs(first_row, NUM_ROWS);
122    } else {
123        if (first_row >= p.stride_d) {
124            return;
125        }
126        compute_outputs(first_row, p.stride_d - first_row);
127    }
128}