#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)); }