#version 450 #extension GL_EXT_shader_explicit_arithmetic_types_int32 : require #include "mul_mat_vec_base.comp" layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; FLOAT_TYPE temp[NUM_COLS][NUM_ROWS]; void 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) { const uint y_idx = i * QUANT_K + 32 * ib32; uint ibi = a_offset / QUANT_K + first_row * num_blocks_per_row + i; [[unroll]] for (uint n = 0; n < num_rows; ++n) { const float d = float(data_a[ibi].d); const uint qh = data_a[ibi].qh[ib32]; const float dl = d * float(2 * bitfieldExtract(qh, 12, 3) + 1); const float delta = ((qh & 0x8000) != 0) ? -IQ1S_DELTA : IQ1S_DELTA; [[unroll]] for (uint l = 0; l < 4; ++l) { const uint qs = data_a[ibi].qs[4 * ib32 + l]; const uint idxhi = bitfieldExtract(qh, 3 * int(l), 3); const int16_t grid = int16_t(iq1s_grid[qs | (idxhi << 8)]); [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) { vec4 b0 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 0]); vec4 b4 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 1]); FLOAT_TYPE sum = FLOAT_TYPE(0.0); [[unroll]] for (int k = 0; k < 4; ++k) { sum = fma(FLOAT_TYPE(b0[k]), bitfieldExtract(grid, 2 * k, 2) + delta, fma(FLOAT_TYPE(b4[k]), bitfieldExtract(grid, 8 + 2 * k, 2) + delta, sum)); } temp[j][n] = fma(dl, sum, temp[j][n]); } } ibi += num_blocks_per_row; } } void compute_outputs(const uint32_t first_row, const uint32_t num_rows) { uint a_offset, b_offset, d_offset; get_offsets(a_offset, b_offset, d_offset); const uint num_blocks_per_row = p.ncols / QUANT_K; // 8 threads are used to process each block const uint blocks_per_wg = gl_WorkGroupSize.x/8; const uint tid = gl_LocalInvocationID.x; const uint itid = tid % 8; // 0...7 const uint ix = tid / 8; [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) { [[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) { temp[j][i] = FLOAT_TYPE(0); } } [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += blocks_per_wg) calc_superblock(a_offset, b_offset, itid, i, num_blocks_per_row, first_row, num_rows); reduce_result(temp, d_offset, first_row, num_rows, tid); } void main() { const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z); init_iq_shmem(gl_WorkGroupSize); // do NUM_ROWS at a time, unless there aren't enough remaining rows if (first_row + NUM_ROWS <= p.stride_d) { compute_outputs(first_row, NUM_ROWS); } else { if (first_row >= p.stride_d) { return; } compute_outputs(first_row, p.stride_d - first_row); } }