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	* Refactor shaders, extract GLSL code from ggml_vk_generate_shaders.py into vulkan-shaders directory * Improve debug log code * Add memory debug output option * Fix flake8 * Fix unnecessary high llama-3 VRAM use
		
			
				
	
	
		
			57 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#version 450
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#include "dequant_head.comp"
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layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {A_TYPE 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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    [[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
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        const uint i = gl_WorkGroupID.x * 256 + wgy;
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        if (i >= p.M * p.K / QUANT_K) {
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            return;
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        }
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        const uint tid = gl_LocalInvocationID.x;
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        const uint il = tid / 8;
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        const uint ir = tid % 8;
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        const uint is = 2 * il;
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        const uint n = 4;
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        const FLOAT_TYPE dall = FLOAT_TYPE(data_a[i].d.x);
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        const FLOAT_TYPE dmin = FLOAT_TYPE(data_a[i].d.y);
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        const uint y_idx = i * QUANT_K + 64 * il + n * ir;
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        const uint qs_idx = 32*il + n * ir;
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        uint8_t sc;
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        uint8_t m;
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        if (is < 4) {
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            sc = uint8_t(data_a[i].scales[is] & 63);
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            m  = uint8_t(data_a[i].scales[is + 4] & 63);
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        } else {
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            sc = uint8_t((data_a[i].scales[is + 4] & 0xF) | ((data_a[i].scales[is - 4] >> 6) << 4));
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            m  = uint8_t((data_a[i].scales[is + 4] >>  4) | ((data_a[i].scales[is    ] >> 6) << 4));
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        }
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        const FLOAT_TYPE d1 = dall * sc;
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        const FLOAT_TYPE m1 = dmin * m;
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        if (is < 4) {
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            sc = uint8_t(data_a[i].scales[is + 1] & 63);
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            m  = uint8_t(data_a[i].scales[is + 5] & 63);
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        } else {
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            sc = uint8_t((data_a[i].scales[is + 5] & 0xF) | ((data_a[i].scales[is - 3] >> 6) << 4));
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            m  = uint8_t((data_a[i].scales[is + 5] >>  4) | ((data_a[i].scales[is + 1] >> 6) << 4));
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        }
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        const FLOAT_TYPE d2 = dall * sc;
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        const FLOAT_TYPE m2 = dmin * m;
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        [[unroll]] for (uint l = 0; l < n; ++l) {
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            data_b[y_idx + l     ] = D_TYPE(d1 * FLOAT_TYPE(data_a[i].qs[qs_idx + l] & 0xF) - m1);
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            data_b[y_idx + l + 32] = D_TYPE(d2 * FLOAT_TYPE(data_a[i].qs[qs_idx + l] >>  4) - m2);
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        }
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    }
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}
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