separate shaders from kompute itself
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3e09e127eb
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34 changed files with 35 additions and 34 deletions
56
kompute-shaders/op_mul_mat_q8_0.comp
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56
kompute-shaders/op_mul_mat_q8_0.comp
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#version 450
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#include "common.comp"
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#define BLOCKS_IN_QUANT QK8_0
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#define SIZE_OF_BLOCK sizeof_block_q8_0
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#define N_ROWS 4
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layout(local_size_x_id = 0) in;
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layout(local_size_y = 1) in;
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layout(local_size_z = 1) in;
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layout (binding = 0) readonly buffer tensorInA { uint8_t inA[]; };
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layout (binding = 1) readonly buffer tensorInB { float inB[]; };
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layout (binding = 2) writeonly buffer tensorOut { float out_[]; };
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layout (push_constant) uniform parameter {
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uint inAOff;
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uint inBOff;
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uint outOff;
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int ne00;
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int ne10;
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int ne0;
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int ne1;
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int ne01;
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int gqa;
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} pcs;
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#define ELS_PER_BLOCK 32
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#define SIZE_OF_D 2
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#define BLOCK_SIZE (ELS_PER_BLOCK + SIZE_OF_D)
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void main() {
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const uint r0 = gl_WorkGroupID.x;
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const uint r1 = gl_WorkGroupID.y;
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const uint im = gl_WorkGroupID.z;
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const uint x = r0 * (pcs.ne00/ELS_PER_BLOCK) * BLOCK_SIZE + pcs.inAOff; // Based from inA
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const uint y = r1 * pcs.ne10 + pcs.inBOff; // based from inB
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float sumf = 0.0f;
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for (uint i = gl_SubgroupInvocationID.x; i < pcs.ne00; i += gl_SubgroupSize) {
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const uint block_number = i / ELS_PER_BLOCK;
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const uint block_offset = block_number * BLOCK_SIZE;
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const float d = u8BufToFloat16(inA, x + block_offset);
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const uint position_in_block = i % ELS_PER_BLOCK;
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const int q = int8_t(inA[x+block_offset+SIZE_OF_D+position_in_block]);
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const float dq = d * q;
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sumf += dq * float(inB[y+i]);
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}
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const float all_sum = subgroupAdd(sumf);
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if (subgroupElect()) {
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out_[im*pcs.ne1*pcs.ne0 + r1*pcs.ne0 + r0 + pcs.outOff] = all_sum;
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}
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}
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