#version 450 #ifdef FLOAT16 #extension GL_EXT_shader_explicit_arithmetic_types_float16 : require #endif #include "mul_mat_vec_base.comp" layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; layout (constant_id = 0) const uint BLOCK_SIZE = 32; shared FLOAT_TYPE tmp[BLOCK_SIZE]; void main() { const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z; const uint tid = gl_LocalInvocationID.x; // There are not enough cols to use all threads if (tid >= p.ncols) { return; } const uint block_size = min(p.ncols, BLOCK_SIZE); uint a_offset, b_offset, d_offset; get_offsets(a_offset, b_offset, d_offset); const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2; tmp[tid] = FLOAT_TYPE(0.0f); [[unroll]] for (uint i = 0; i < p.ncols/block_size; i += 2) { const uint col = i*block_size + 2*tid; const uint ib = (row*p.ncols + col)/QUANT_K; // block index const uint iqs = (col%QUANT_K)/QUANT_R; // quant index const uint iybs = col - col%QUANT_K; // y block start index vec2 v = dequantize(ib, iqs, a_offset / QUANT_K); // matrix multiplication tmp[tid] += FLOAT_TYPE(v.x) * FLOAT_TYPE(data_b[b_offset + iybs + iqs]) + FLOAT_TYPE(v.y) * FLOAT_TYPE(data_b[b_offset + iybs + iqs + y_offset]); } // sum up partial sums and write back result barrier(); [[unroll]] for (uint s = block_size/2; s > 0; s >>= 1) { if (tid < s) { tmp[tid] += tmp[tid + s]; } barrier(); } if (tid == 0) { data_d[d_offset + row] = D_TYPE(tmp[0]); } }