#version 450
#include "dequant_head.glsl"
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer A {block_q2_0 data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
void main() {
const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64;
const uint tid = gl_LocalInvocationID.x % 64;
const uint il = tid / 4;
const uint ir = tid % 4;
const uint ib = 4*i + ir;
if (ib >= p.nel / QUANT_K_Q2_0) {
return;
}
const uint b_idx = 256*i + QUANT_K_Q2_0*ir + 4*il;
const uint bits = uint(data_a[ib].qs[il]);
const float d = float(data_a[ib].d);
data_b[b_idx ] = D_TYPE(d * (float(bits & 3u) - 1.0f));
data_b[b_idx + 1] = D_TYPE(d * (float((bits >> 2u) & 3u) - 1.0f));
data_b[b_idx + 2] = D_TYPE(d * (float((bits >> 4u) & 3u) - 1.0f));
data_b[b_idx + 3] = D_TYPE(d * (float(bits >> 6u) - 1.0f));
}