Files
llama.cpp-mtp-turboquant/ggml/src/ggml-vulkan/vulkan-shaders/dequant_iq3_xxs.comp
T
Acly e29acf74fe vulkan : incremental shader builds (#16341)
* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times

* support dep-files so shaders are recompiled if their included files change

* rename shader files which are used as "headers" to use .glsl extension
* move glslc extension detection shaders to separate folders
* the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled

* vulkan : only write embedded shader .hpp/.cpp when they change

* avoid recompiling ggml-vulkan.cpp when editing shaders
* pass single --source argument instead of --input-dir & --filter to shader gen
* check for source file match earlier

* fix hang in vulkan-shaders-gen when there are compilation errors

* early out did not decrement compile_count

* clean up

* fix glslc integer dot product test

* unconditionally write the embedded shader cpp output

* replace output filepath in generated dep-files to match output in CMakeLists

---------

Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-10-04 11:42:56 +02:00

52 lines
2.1 KiB
Plaintext

#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_iq3_xxs data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
void main() {
// Each thread handles 1 scale block (32 values)
// 8 threads handle 1 superblock
const uint ib = gl_WorkGroupID.x * 32 + gl_LocalInvocationID.x / 8;
init_iq_shmem(gl_WorkGroupSize);
if (ib >= p.nel / 256) {
return;
}
const uint is = gl_LocalInvocationID.x % 8;
const uint b_idx = 256 * ib + 32 * is;
const uint s_idx = QUANT_K / 4 + 4 * is;
const float d = float(data_a[ib].d);
uint signscale = pack32(u8vec4(
data_a[ib].qs[s_idx + 0],
data_a[ib].qs[s_idx + 1],
data_a[ib].qs[s_idx + 2],
data_a[ib].qs[s_idx + 3]
));
const float db = d * (0.5 + (signscale >> 28)) * 0.5;
[[unroll]] for (uint l = 0; l < 4; ++l) {
const uint sign7 = bitfieldExtract(signscale, 7 * int(l), 7);
// Restore parity bit.
const uint sign8 = sign7 | (bitCount(sign7) << 7);
const uint qs0 = data_a[ib].qs[8 * is + 2 * l];
const uint qs1 = data_a[ib].qs[8 * is + 2 * l + 1];
const u8vec4 grid0 = unpack8(iq3xxs_grid[qs0]);
const u8vec4 grid1 = unpack8(iq3xxs_grid[qs1]);
data_b[b_idx + 8 * l + 0] = D_TYPE(db * grid0.x * ((sign8 & 1) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 1] = D_TYPE(db * grid0.y * ((sign8 & 2) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 2] = D_TYPE(db * grid0.z * ((sign8 & 4) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 3] = D_TYPE(db * grid0.w * ((sign8 & 8) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 4] = D_TYPE(db * grid1.x * ((sign8 & 16) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 5] = D_TYPE(db * grid1.y * ((sign8 & 32) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 6] = D_TYPE(db * grid1.z * ((sign8 & 64) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 7] = D_TYPE(db * grid1.w * ((sign8 & 128) != 0 ? -1.0 : 1.0));
}
}