96 lines
3.6 KiB
Plaintext
96 lines
3.6 KiB
Plaintext
#version 450
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#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
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#include "mul_mat_vec_base.glsl"
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];
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void calc_superblock(const uint a_offset, const uint b_offset, const uint ib32, const uint i,
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const uint num_blocks_per_row, const uint first_row, const uint num_rows) {
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const uint y_idx_base = i * QUANT_K + 32 * ib32;
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[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
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const uint base_b_idx = (j * p.batch_stride_b + b_offset + y_idx_base) / 4;
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[[unroll]] for (uint l = 0; l < 4; ++l) {
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const vec4 b_val_0 = vec4(data_b_v4[base_b_idx + 2 * l]);
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const vec4 b_val_1 = vec4(data_b_v4[base_b_idx + 2 * l + 1]);
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// index for data_a
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uint ibi = a_offset + first_row * num_blocks_per_row + i;
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[[unroll]] for (uint n = 0; n < num_rows; ++n) {
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const float d = float(data_a[ibi].d);
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const uint qh = data_a[ibi].qh[ib32];
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const float dl = d * float(2 * bitfieldExtract(qh, 12, 3) + 1);
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const uint qs = data_a[ibi].qs[4 * ib32 + l];
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const uint idxhi = bitfieldExtract(qh, 3 * int(l), 3);
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const uint16_t grid = uint16_t(iq1s_grid[qs | (idxhi << 8)]);
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const float delta_val = ((qh & 0x8000) != 0) ? -IQ1S_DELTA : IQ1S_DELTA;
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const vec4 delta_v = vec4(delta_val);
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const vec4 fbits0 = vec4(
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float(bitfieldExtract(grid, 0, 2)),
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float(bitfieldExtract(grid, 2, 2)),
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float(bitfieldExtract(grid, 4, 2)),
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float(bitfieldExtract(grid, 6, 2))
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);
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const vec4 fbits1 = vec4(
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float(bitfieldExtract(grid, 8, 2)),
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float(bitfieldExtract(grid, 10, 2)),
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float(bitfieldExtract(grid, 12, 2)),
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float(bitfieldExtract(grid, 14, 2))
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);
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vec4 sum_v = fma(b_val_0, fbits0 + delta_v, vec4(0.0));
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sum_v = fma(b_val_1, fbits1 + delta_v, sum_v);
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FLOAT_TYPE sum = dot(sum_v, vec4(1.0));
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temp[j][n] = fma(dl, sum, temp[j][n]);
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ibi += num_blocks_per_row;
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}
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}
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}
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}
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void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
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uint a_offset, b_offset, d_offset;
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get_offsets(a_offset, b_offset, d_offset);
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const uint num_blocks_per_row = p.ncols / QUANT_K;
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// 8 threads are used to process each block
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const uint blocks_per_wg = gl_WorkGroupSize.x/8;
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const uint tid = gl_LocalInvocationID.x;
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const uint itid = tid % 8; // 0...7
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const uint ix = tid / 8;
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[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
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[[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
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temp[j][i] = FLOAT_TYPE(0);
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}
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}
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[[unroll]] for (uint i = ix; i < num_blocks_per_row; i += blocks_per_wg)
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calc_superblock(a_offset, b_offset, itid, i, num_blocks_per_row, first_row, num_rows);
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reduce_result(temp, d_offset, first_row, num_rows, tid);
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}
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void main() {
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const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
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init_iq_shmem(gl_WorkGroupSize);
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// do NUM_ROWS at a time, unless there aren't enough remaining rows
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if (first_row + NUM_ROWS <= p.stride_d) {
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compute_outputs(first_row, NUM_ROWS);
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} else {
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if (first_row >= p.stride_d) {
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return;
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}
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compute_outputs(first_row, p.stride_d - first_row);
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}
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}
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