llama.cpp/vulkan-shaders/dequant_q4_k.comp
0cc4m 7c7836d9d4
Vulkan Shader Refactor, Memory Debugging Option (#7947)
* Refactor shaders, extract GLSL code from ggml_vk_generate_shaders.py into vulkan-shaders directory

* Improve debug log code

* Add memory debug output option

* Fix flake8

* Fix unnecessary high llama-3 VRAM use
2024-06-16 07:17:31 +02:00

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#version 450
#include "dequant_head.comp"
layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
void main() {
[[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
const uint i = gl_WorkGroupID.x * 256 + wgy;
if (i >= p.M * p.K / QUANT_K) {
return;
}
const uint tid = gl_LocalInvocationID.x;
const uint il = tid / 8;
const uint ir = tid % 8;
const uint is = 2 * il;
const uint n = 4;
const FLOAT_TYPE dall = FLOAT_TYPE(data_a[i].d.x);
const FLOAT_TYPE dmin = FLOAT_TYPE(data_a[i].d.y);
const uint y_idx = i * QUANT_K + 64 * il + n * ir;
const uint qs_idx = 32*il + n * ir;
uint8_t sc;
uint8_t m;
if (is < 4) {
sc = uint8_t(data_a[i].scales[is] & 63);
m = uint8_t(data_a[i].scales[is + 4] & 63);
} else {
sc = uint8_t((data_a[i].scales[is + 4] & 0xF) | ((data_a[i].scales[is - 4] >> 6) << 4));
m = uint8_t((data_a[i].scales[is + 4] >> 4) | ((data_a[i].scales[is ] >> 6) << 4));
}
const FLOAT_TYPE d1 = dall * sc;
const FLOAT_TYPE m1 = dmin * m;
if (is < 4) {
sc = uint8_t(data_a[i].scales[is + 1] & 63);
m = uint8_t(data_a[i].scales[is + 5] & 63);
} else {
sc = uint8_t((data_a[i].scales[is + 5] & 0xF) | ((data_a[i].scales[is - 3] >> 6) << 4));
m = uint8_t((data_a[i].scales[is + 5] >> 4) | ((data_a[i].scales[is + 1] >> 6) << 4));
}
const FLOAT_TYPE d2 = dall * sc;
const FLOAT_TYPE m2 = dmin * m;
[[unroll]] for (uint l = 0; l < n; ++l) {
data_b[y_idx + l ] = D_TYPE(d1 * FLOAT_TYPE(data_a[i].qs[qs_idx + l] & 0xF) - m1);
data_b[y_idx + l + 32] = D_TYPE(d2 * FLOAT_TYPE(data_a[i].qs[qs_idx + l] >> 4) - m2);
}
}
}