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* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times * support dep-files so shaders are recompiled if their included files change * rename shader files which are used as "headers" to use .glsl extension * move glslc extension detection shaders to separate folders * the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled * vulkan : only write embedded shader .hpp/.cpp when they change * avoid recompiling ggml-vulkan.cpp when editing shaders * pass single --source argument instead of --input-dir & --filter to shader gen * check for source file match earlier * fix hang in vulkan-shaders-gen when there are compilation errors * early out did not decrement compile_count * clean up * fix glslc integer dot product test * unconditionally write the embedded shader cpp output * replace output filepath in generated dep-files to match output in CMakeLists --------- Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
43 lines
1.5 KiB
Plaintext
43 lines
1.5 KiB
Plaintext
#version 450
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
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#include "dequant_head.glsl"
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layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {block_iq1_m data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
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void main() {
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// Each thread handles 1 subblock (32 values with 2 scales)
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const uint ib = gl_WorkGroupID.x * 32 + gl_LocalInvocationID.x / 8;
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init_iq_shmem(gl_WorkGroupSize);
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if (ib >= p.nel / 256) {
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return;
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}
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const uint ib32 = gl_LocalInvocationID.x % 8;
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const uint ib64 = ib32 / 2;
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const uint b_idx = 256 * ib + 32 * ib32;
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const uint16_t[4] scales = data_a[ib].scales;
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const u16vec4 s = u16vec4(scales[0], scales[1], scales[2], scales[3]) >> 12;
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const float d = float(unpackHalf2x16(s.x | (s.y << 4) | (s.z << 8) | (s.w << 12)).x);
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const uint sc = data_a[ib].scales[ib64];
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[[unroll]] for (int l = 0; l < 4; ++l) {
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const uint ib16 = 2 * ib32 + l / 2;
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const float dl = d * (2 * bitfieldExtract(sc, 3 * int(ib16 & 3), 3) + 1);
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const uint qh = data_a[ib].qh[ib16] >> (4 * (l & 1));
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const uint qs = data_a[ib].qs[4 * ib32 + l];
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const float delta = ((qh & 8) != 0) ? -IQ1M_DELTA : IQ1M_DELTA;
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const int16_t grid = int16_t(iq1s_grid[qs | ((qh & 7) << 8)]);
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[[unroll]] for (int j = 0; j < 8; ++j) {
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data_b[b_idx + 8 * l + j] = D_TYPE(dl * (bitfieldExtract(grid, 2*j, 2) + delta));
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}
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}
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}
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