/** * 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" #extension GL_KHR_shader_subgroup_arithmetic : require #extension GL_EXT_debug_printf : enable layout (local_size_x_id = 0) in; layout (local_size_y_id = 1) in; layout (constant_id = 1) const uint nsg = 2; 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 ne01; int ne02; int ne11; int ne12; uint nb01; uint nb02; uint nb11; uint nb12; uint nb1; uint nb2; } pcs; const uint els_per_block = 32; const uint qs_offset = 2; const uint block_size = (els_per_block / 2) + qs_offset; void main() { uvec3 gid = gl_WorkGroupID; uvec3 lid = gl_LocalInvocationID; gid.y = gid.y * nsg + lid.y; uint bc_ab = pcs.ne12 > pcs.ne02 ? gid.z / (pcs.ne12 / pcs.ne02) : gid.z; uint bc_ba = pcs.ne02 > pcs.ne12 ? gid.z / (pcs.ne02 / pcs.ne12) : gid.z; const uint x = (gid.x*pcs.nb01 + bc_ab*pcs.nb02) + pcs.inAOff; // Based from inA const uint y = (gid.y*pcs.nb11 + bc_ba*pcs.nb12) / 4 + pcs.inBOff; // based from inB float sum = 0.0f; for (uint i = gl_SubgroupInvocationID * 2; i < pcs.ne00; i+=gl_SubgroupSize * 2) { 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 j = (i % els_per_block) / 2; const uint byte_position_in_block = j; const int q0 = (inA[x+block_offset+qs_offset+byte_position_in_block] & 0x0F) - 8; const int q1 = (inA[x+block_offset+qs_offset+byte_position_in_block] >> 4) - 8; const float dq0 = d * q0; const float dq1 = d * q1; const uint block_base = block_number * els_per_block; sum += (dq0 * float(inB[y+block_base+j])) + \ (dq1 * float(inB[y+block_base+j+(els_per_block/2)])); } const float all_sum = subgroupAdd(sum); if (subgroupElect()) out_[gid.z*(pcs.nb2/4) + gid.y*(pcs.nb1/4) + gid.x + pcs.outOff] = all_sum; }