mirror of
https://github.com/ggerganov/llama.cpp.git
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7c7836d9d4
* 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
35 lines
1.0 KiB
Plaintext
35 lines
1.0 KiB
Plaintext
#version 450
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#include "dequant_head.comp"
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layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {block_q5_0 data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
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void main() {
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const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64;
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const uint tid = gl_LocalInvocationID.x % 64;
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const uint il = tid/32;
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const uint ir = tid%32;
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const uint ib = 32*i + ir;
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if (ib >= p.nel / 32) {
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return;
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}
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const uint b_idx = 1024*i + 32*ir + 8*il;
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const float d = float(data_a[ib].d);
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const uint qh = uint(data_a[ib].qh[1]) << 16 | data_a[ib].qh[0];
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const uint q_idx = 8*il;
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[[unroll]] for (uint l = 0; l < 8; ++l) {
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const uint iqs = q_idx + l;
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const uint vui = uint(data_a[ib].qs[iqs]);
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data_b[b_idx + l + 0] = D_TYPE(d * (((vui & 0xF) | (((qh >> iqs) << 4) & 0x10)) - 16.0f));
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data_b[b_idx + l + 16] = D_TYPE(d * (((vui >> 4) | ((qh >> (iqs + 12)) & 0x10)) - 16.0f));
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}
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}
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