#version 450 #include "common.comp" #define BLOCKS_IN_QUANT QK8_0 #define SIZE_OF_BLOCK sizeof_block_q8_0 #define N_ROWS 4 layout(local_size_x_id = 0) in; layout(local_size_y = 1) in; layout(local_size_z = 1) in; layout (binding = 0) readonly buffer tensorInA { uint8_t inA[]; }; layout (binding = 1) readonly buffer tensorInB { float inB[]; }; layout (binding = 2) writeonly buffer tensorOut { float out_[]; }; layout (push_constant) uniform parameter { uint inAOff; uint inBOff; uint outOff; int ne00; int ne10; int ne0; int ne1; int ne01; int gqa; } pcs; #define ELS_PER_BLOCK 32 #define SIZE_OF_D 2 #define BLOCK_SIZE (ELS_PER_BLOCK + SIZE_OF_D) void main() { const uint r0 = gl_WorkGroupID.x; const uint r1 = gl_WorkGroupID.y; const uint im = gl_WorkGroupID.z; const uint x = r0 * (pcs.ne00/ELS_PER_BLOCK) * BLOCK_SIZE + pcs.inAOff; // Based from inA const uint y = r1 * pcs.ne10 + pcs.inBOff; // based from inB float sumf = 0.0f; for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) { const uint block_number = i / ELS_PER_BLOCK; const uint block_offset = block_number * BLOCK_SIZE; const float d = u8BufToFloat16(inA, x + block_offset); const uint position_in_block = i % ELS_PER_BLOCK; const int q = int8_t(inA[x+block_offset+SIZE_OF_D+position_in_block]); const float dq = d * q; sumf += dq * float(inB[y+i]); } const float all_sum = subgroupAdd(sumf); if (subgroupElect()) { out_[im*pcs.ne1*pcs.ne0 + r1*pcs.ne0 + r0 + pcs.outOff] = all_sum; } }