hanzo-ml 0.11.66

Fast multi-backend tensor & ML framework for Rust (CPU/CUDA/Metal/Vulkan/ROCm) with quantization — the compute core of the Hanzo stack.
Documentation
#version 450
// Fused grouped Q8_0 matvec for MoE decode/prefill: ONE dispatch computes every routed slot's output
// y[m, nout] where y[slot][col] = dequant(bank[ids[slot]])[col, :] . x_flat[slot, :]. Replaces the
// per-expert index_select + matvec + index_add loop (and its routing-ids GPU->CPU sync) with a single
// kernel that reads the per-slot expert id from a GPU SSBO. One invocation per (slot,col). The Q8_0
// block decode below is COPIED VERBATIM from mul_mat_vec_q8.comp and MUST stay bit-identical (a wrong
// decode silently garbles all MoE output). Bank is [E,n,k] Q8_0 blocks (9 u32 / 32-block); expert e
// starts at woff = ids[slot] * per_expert_words u32 words. k is a multiple of 32.
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

layout(set = 0, binding = 0) readonly buffer W   { uint   w[]; };   // Q8_0 bank, 9 u32 / 32-block
layout(set = 0, binding = 1) readonly buffer X   { float  x[]; };   // x_flat [m, k] row-major
layout(set = 0, binding = 2) writeonly buffer Y  { float  y[]; };   // out [m, nout] row-major
layout(set = 0, binding = 3) readonly buffer IDS { uint  ids[]; };  // per-slot expert id, length m
layout(push_constant) uniform Pc { uint nout; uint k; uint per_expert_words; uint m; };

void main() {
    uint gid = gl_GlobalInvocationID.x;
    uint slot = gid / nout;
    uint col  = gid % nout;
    if (slot >= m) {
        return;
    }
    uint nblocks = k / 32u;
    uint woff = ids[slot] * per_expert_words;    // expert id[slot]'s block base in the bank
    uint base = woff + col * nblocks * 9u;        // u32 offset of row col within that expert
    uint xbase = slot * k;                        // this slot's activation row in x_flat
    float acc = 0.0;
    for (uint b = 0u; b < nblocks; b++) {
        uint off = base + b * 9u;
        float scale = unpackHalf2x16(w[off]).x;
        float bsum = 0.0;
        uint xb = xbase + b * 32u;
        for (uint j = 0u; j < 8u; j++) {
            uint word = w[off + 1u + j];
            uint xo = xb + j * 4u;
            // bitfieldExtract on a signed int sign-extends the 8-bit lane.
            bsum += float(bitfieldExtract(int(word), 0, 8))  * x[xo + 0u];
            bsum += float(bitfieldExtract(int(word), 8, 8))  * x[xo + 1u];
            bsum += float(bitfieldExtract(int(word), 16, 8)) * x[xo + 2u];
            bsum += float(bitfieldExtract(int(word), 24, 8)) * x[xo + 3u];
        }
        acc += scale * bsum;
    }
    y[slot * nout + col] = acc;
}