/** * Copyright (c) 2023 Nomic, Inc. All rights reserved. * * This software is licensed under the terms of the Software for Open Models License (SOM), * version 1.0, as detailed in the LICENSE_SOM.txt file. A copy of this license should accompany * this software. Except as expressly granted in the SOM license, all rights are reserved by Nomic, Inc. */ #version 450 #include "common.comp" layout(local_size_x = 8, local_size_y = 8) 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; } pcs; shared float sum[gl_WorkGroupSize.x*gl_WorkGroupSize.y]; #define UNALIGNED_INPUT inA block_q4_1 get_unaligned_block_q4_1(uint index) { block_q4_1 fres; fres.d = u8BufToFloat16(UNALIGNED_INPUT, index); fres.m = u8BufToFloat16(UNALIGNED_INPUT, index+2); [[unroll]] for (uint it = 0; it != QK4_1 / 2; it++) { fres.qs[it] = UNALIGNED_INPUT[index+4+it]; } return fres; } void main() { const uint nb = uint(pcs.ne00/QK4_1); const uint r0 = gl_WorkGroupID.x; const uint r1 = gl_WorkGroupID.y; const uint x = r0*nb; // Based from inA without base offset const uint y = r1*uint(pcs.ne10) + pcs.inBOff; // Based from inB const uint nth = gl_WorkGroupSize.x*gl_WorkGroupSize.y; const uint ith = gl_WorkGroupSize.y*gl_LocalInvocationID.x + gl_LocalInvocationID.y; const uint ix = gl_LocalInvocationID.y/4; // 0 or 1 const uint iy = gl_LocalInvocationID.y - 4*ix; // 0...3 const uint first = 4 * iy; float sumf = 0.0; for (uint i = 2*gl_LocalInvocationID.x + ix; i < nb; i += 2*gl_WorkGroupSize.x) { //TODO: Removing the use of pointers has been quite hairy here. If something goes wrong here, this is most likely it: const block_q4_1 block = get_unaligned_block_q4_1((x+i)*sizeof_block_q4_1+pcs.inAOff); const float d = float(block.d); const float m = float(block.m); const uint xl = first; // Based from bl->qs const uint yl = y + i * QK4_1 + first; // Based from inB vec2 acc = vec2(0.0, 0.0); for (int j = 0; j < 4; ++j) { acc.x += inB[yl+j] * (d * (block.qs[xl+j] & 0xF) + m); acc.y += inB[yl+j+16] * (d * (block.qs[xl+j] >> 4) + m); } sumf += d * (acc.x - acc.y); } sum[ith] = sumf; // // Accumulate the sum from all threads in the threadgroup // barrier(); memoryBarrierShared(); if (ith%4 == 0) { sum[ith] += sum[ith+1] + sum[ith+2] + sum[ith+3]; } barrier(); memoryBarrierShared(); if (ith%16 == 0) { sum[ith] += sum[ith+4] + sum[ith+8] + sum[ith+12]; } barrier(); memoryBarrierShared(); if (ith == 0) { for (uint i = 16; i < nth; i += 16) sum[0] += sum[i]; out_[r1*uint(pcs.ne0) + r0 + pcs.outOff] = sum[0]; } }