2024-06-16 05:17:31 +00:00
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#version 450
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#ifdef FLOAT16
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#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
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#endif
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#include "mul_mat_vec_base.comp"
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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layout (constant_id = 0) const uint BLOCK_SIZE = 32;
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shared FLOAT_TYPE tmp[BLOCK_SIZE];
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void main() {
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2024-06-23 08:21:25 +00:00
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const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z;
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2024-06-16 05:17:31 +00:00
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const uint tid = gl_LocalInvocationID.x;
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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 y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
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tmp[tid] = FLOAT_TYPE(0.0f);
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[[unroll]] for (uint i = 0; i < p.ncols/BLOCK_SIZE; i += 2) {
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const uint col = i*BLOCK_SIZE + 2*tid;
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const uint ib = (row*p.ncols + col)/QUANT_K; // block index
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const uint iqs = (col%QUANT_K)/QUANT_R; // quant index
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const uint iybs = col - col%QUANT_K; // y block start index
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vec2 v = dequantize(ib, iqs, a_offset / QUANT_K);
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// matrix multiplication
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tmp[tid] += FLOAT_TYPE(v.x) * FLOAT_TYPE(data_b[b_offset + iybs + iqs]) +
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FLOAT_TYPE(v.y) * FLOAT_TYPE(data_b[b_offset + iybs + iqs + y_offset]);
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}
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// sum up partial sums and write back result
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barrier();
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[[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) {
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if (tid < s) {
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tmp[tid] += tmp[tid + s];
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}
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barrier();
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}
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if (tid == 0) {
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data_d[d_offset + row] = D_TYPE(tmp[0]);
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}
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}
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