#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_nvfp4 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;
init_iq_shmem(gl_WorkGroupSize);
const uint tid = gl_LocalInvocationID.x % 64;
const uint sub = tid / 16;
const uint ir = tid % 16;
const uint ib = 16 * i + ir;
if (ib >= p.nel / 64) {
return;
}
const uint q_idx = 8 * sub;
const uint b_idx = 1024 * i + 64 * ir + 16 * sub;
const float d = ue4m3_to_fp32(data_a[ib].d[sub]);
[[unroll]] for (uint l = 0; l < 8; ++l) {
data_b[b_idx + l + 0] = D_TYPE(d * 0.5 * float(kvalues_mxfp4[data_a[ib].qs[q_idx + l] & 0xF]));
data_b[b_idx + l + 8] = D_TYPE(d * 0.5 * float(kvalues_mxfp4[data_a[ib].qs[q_idx + l] >> 4]));
}
}