#version 450
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
#include "mul_mat_vec_base.glsl"
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];
// ternary TQ2_0: w = (q - 1) * d. Same qs group/level layout as q2_K, but a
// single f16 scale per 256-block and no mins:
// sum_e b_e * (q_e - 1) * d = d * (sum_e b_e * q_e - sum_e b_e)
void calc_superblock(const uint a_offset, const uint b_offset, const uint v_im, const uint q_offset, const uint y_offset, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) {
const uint y_idx = i * QUANT_K + y_offset;
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
const uint ib0 = a_offset + (first_row+n)*num_blocks_per_row;
if (i >= num_blocks_per_row) {
continue;
}
const uint32_t qs_u32 = uint32_t(data_a_packed16[ib0 + i].qs[q_offset / 2]) | (uint32_t(data_a_packed16[ib0 + i].qs[q_offset / 2 + 8]) << 16);
const vec4 qs_u32_0 = vec4(unpack8(qs_u32 & 0x03030303));
const vec4 qs_u32_2 = vec4(unpack8((qs_u32 >> 2) & 0x03030303));
const vec4 qs_u32_4 = vec4(unpack8((qs_u32 >> 4) & 0x03030303));
const vec4 qs_u32_6 = vec4(unpack8((qs_u32 >> 6) & 0x03030303));
const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);
[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
vec2 b0 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 0]);
vec2 b16 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 8]);
vec2 b32 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 16]);
vec2 b48 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 24]);
vec2 b64 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 32]);
vec2 b80 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 40]);
vec2 b96 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 48]);
vec2 b112 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 56]);
FLOAT_TYPE sumq = FLOAT_TYPE(0.0);
FLOAT_TYPE sumb = FLOAT_TYPE(0.0);
[[unroll]] for (int l = 0; l < 2; ++l) {
sumq = fma(FLOAT_TYPE(b0[l]), FLOAT_TYPE(qs_u32_0[l ]),
fma(FLOAT_TYPE(b16[l]), FLOAT_TYPE(qs_u32_0[l+2]),
fma(FLOAT_TYPE(b32[l]), FLOAT_TYPE(qs_u32_2[l ]),
fma(FLOAT_TYPE(b48[l]), FLOAT_TYPE(qs_u32_2[l+2]),
fma(FLOAT_TYPE(b64[l]), FLOAT_TYPE(qs_u32_4[l ]),
fma(FLOAT_TYPE(b80[l]), FLOAT_TYPE(qs_u32_4[l+2]),
fma(FLOAT_TYPE(b96[l]), FLOAT_TYPE(qs_u32_6[l ]),
fma(FLOAT_TYPE(b112[l]), FLOAT_TYPE(qs_u32_6[l+2]), sumq))))))));
sumb += FLOAT_TYPE(b0[l]) + FLOAT_TYPE(b16[l]) + FLOAT_TYPE(b32[l]) + FLOAT_TYPE(b48[l])
+ FLOAT_TYPE(b64[l]) + FLOAT_TYPE(b80[l]) + FLOAT_TYPE(b96[l]) + FLOAT_TYPE(b112[l]);
}
temp[j][n] = fma(d, sumq - sumb, temp[j][n]);
}
}
}
void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
uint a_offset, b_offset, d_offset;
get_offsets(a_offset, b_offset, d_offset);
const uint num_blocks_per_row = p.ncols / QUANT_K;
// 16 threads are used to process each block
const uint it_size = gl_WorkGroupSize.x/16;
const uint tid = gl_LocalInvocationID.x;
const uint itid = tid%16; // 0...15
const uint ix = tid/16;
const uint v_im = itid/8; // 0 or 1. 0 computes 0..., 1 computes 128...
const uint v_in = itid - 8*v_im; // 0...7
const uint l0 = 2*v_in; // 0...15
const uint q_offset = 32*v_im + l0;
const uint y_offset = 128*v_im + l0;
[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
[[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
temp[j][i] = FLOAT_TYPE(0);
}
}
for (uint i0 = 0; i0 < num_blocks_per_row; i0 += it_size)
calc_superblock(a_offset, b_offset, v_im, q_offset, y_offset, i0 + ix, num_blocks_per_row, first_row, num_rows);
reduce_result(temp, d_offset, first_row, num_rows, tid);
}
void main() {
const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
// do NUM_ROWS at a time, unless there aren't enough remaining rows
if (first_row + NUM_ROWS <= p.stride_d) {
compute_outputs(first_row, NUM_ROWS);
} else {
if (first_row >= p.stride_d) {
return;
}
compute_outputs(first_row, p.stride_d - first_row);
}
}