void main() {
const uint i00 = gl_GlobalInvocationID.x;
- const uint i10 = gl_GlobalInvocationID.y;
- const uint i11 = (gl_GlobalInvocationID.z)/p.ne12;
- const uint i12 = (gl_GlobalInvocationID.z)%p.ne12;
if (i00 >= p.ne00) {
return;
}
- const uint i01 = data_b[get_boffset() + i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
+ uint gid_z = gl_GlobalInvocationID.z;
+ while (gid_z < p.ne11 * p.ne12) {
+ uint gid_y = gl_GlobalInvocationID.y;
+ while (gid_y < p.ne10) {
+ const uint i10 = gid_y;
+ const uint i11 = gid_z / p.ne12;
+ const uint i12 = gid_z % p.ne12;
- const uint a_offset = get_aoffset() + i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
- const uint d_offset = get_doffset() + i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
+ const uint i01 = data_b[get_boffset() + i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
+
+ const uint a_offset = get_aoffset() + i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
+ const uint d_offset = get_doffset() + i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
#if defined(DATA_A_BF16)
- FLOAT_TYPE v = FLOAT_TYPE(bf16_to_fp32(data_a[a_offset + i00]));
+ FLOAT_TYPE v = FLOAT_TYPE(bf16_to_fp32(data_a[a_offset + i00]));
#else
- FLOAT_TYPE v = FLOAT_TYPE(data_a[a_offset + i00]);
+ FLOAT_TYPE v = FLOAT_TYPE(data_a[a_offset + i00]);
#endif
#ifndef OPTIMIZATION_ERROR_WORKAROUND
- data_d[d_offset + i00] = D_TYPE(v);
+ data_d[d_offset + i00] = D_TYPE(v);
#else
- data_d[d_offset + i00] = D_TYPE(v);
+ data_d[d_offset + i00] = D_TYPE(v);
#endif
+ gid_y += gl_WorkGroupSize.y * gl_NumWorkGroups.y;
+ }
+ gid_z += gl_WorkGroupSize.z * gl_NumWorkGroups.z;
+ }
}
void main() {
const uint i00 = (gl_GlobalInvocationID.x)*2;
- const uint i10 = gl_GlobalInvocationID.y;
- const uint i11 = (gl_GlobalInvocationID.z)/p.ne12;
- const uint i12 = (gl_GlobalInvocationID.z)%p.ne12;
#ifdef NEEDS_INIT_IQ_SHMEM
init_iq_shmem(gl_WorkGroupSize);
return;
}
- const uint i01 = data_b[i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
+ uint gid_z = gl_GlobalInvocationID.z;
+ while (gid_z < p.ne11 * p.ne12) {
+ uint gid_y = gl_GlobalInvocationID.y;
+ while (gid_y < p.ne10) {
+ const uint i10 = gid_y;
+ const uint i11 = gid_z / p.ne12;
+ const uint i12 = gid_z % p.ne12;
- const uint a_offset = i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
- const uint d_offset = i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
+ const uint i01 = data_b[i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
- const uint ib = a_offset + i00/QUANT_K; // block index
- const uint iqs = (i00%QUANT_K)/QUANT_R; // quant index
- const uint iybs = i00 - i00%QUANT_K; // dst block start index
- const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
+ const uint a_offset = i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
+ const uint d_offset = i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
- vec2 v = dequantize(ib, iqs, 0);
- const vec2 dm = get_dm(ib, 0);
- v = v * dm.x + dm.y;
+ const uint ib = a_offset + i00/QUANT_K; // block index
+ const uint iqs = (i00%QUANT_K)/QUANT_R; // quant index
+ const uint iybs = i00 - i00%QUANT_K; // dst block start index
+ const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
- data_d[d_offset + iybs + iqs ] = D_TYPE(v.x);
- data_d[d_offset + iybs + iqs + y_offset] = D_TYPE(v.y);
+ vec2 v = dequantize(ib, iqs, 0);
+ const vec2 dm = get_dm(ib, 0);
+ v = v * dm.x + dm.y;
+
+ data_d[d_offset + iybs + iqs ] = D_TYPE(v.x);
+ data_d[d_offset + iybs + iqs + y_offset] = D_TYPE(v.y);
+
+ gid_y += gl_WorkGroupSize.y * gl_NumWorkGroups.y;
+ }
+ gid_z += gl_WorkGroupSize.z * gl_NumWorkGroups.z;
+ }
}