#version 450
#include "dequant_head.glsl"
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
void main() {
[[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
const uint i = gl_WorkGroupID.x * 256 + wgy;
if (i >= p.nel / QUANT_K) {
return;
}
const uint tid = gl_LocalInvocationID.x;
const uint ip = tid / 32; // group 0,1 (128 elems each)
const uint il = tid - 32 * ip; // byte in group 0..31
const uint y_idx = i * QUANT_K + 128 * ip + il;
const uint8_t qs = data_a[i].qs[32 * ip + il];
const FLOAT_TYPE d = FLOAT_TYPE(data_a[i].d);
data_b[y_idx + 0] = D_TYPE(d * FLOAT_TYPE(int((qs >> 0) & 3) - 1));
data_b[y_idx + 32] = D_TYPE(d * FLOAT_TYPE(int((qs >> 2) & 3) - 1));
data_b[y_idx + 64] = D_TYPE(d * FLOAT_TYPE(int((qs >> 4) & 3) - 1));
data_b[y_idx + 96] = D_TYPE(d * FLOAT_TYPE(int((qs >> 6) & 3) - 1));
}
}