@@ -10,9 +10,6 @@ layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
1010
1111void main() {
1212 const uint i00 = (gl_GlobalInvocationID.x)*2;
13- const uint i10 = gl_GlobalInvocationID.y;
14- const uint i11 = (gl_GlobalInvocationID.z)/p.ne12;
15- const uint i12 = (gl_GlobalInvocationID.z)%p.ne12;
1613
1714#ifdef NEEDS_INIT_IQ_SHMEM
1815 init_iq_shmem(gl_WorkGroupSize);
@@ -22,20 +19,33 @@ void main() {
2219 return;
2320 }
2421
25- const uint i01 = data_b[i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
22+ uint gid_z = gl_GlobalInvocationID.z;
23+ while (gid_z < p.ne11 * p.ne12) {
24+ uint gid_y = gl_GlobalInvocationID.y;
25+ while (gid_y < p.ne10) {
26+ const uint i10 = gid_y;
27+ const uint i11 = gid_z / p.ne12;
28+ const uint i12 = gid_z % p.ne12;
2629
27- const uint a_offset = i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
28- const uint d_offset = i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
30+ const uint i01 = data_b[i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
2931
30- const uint ib = a_offset + i00/QUANT_K; // block index
31- const uint iqs = (i00%QUANT_K)/QUANT_R; // quant index
32- const uint iybs = i00 - i00%QUANT_K; // dst block start index
33- const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
32+ const uint a_offset = i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
33+ const uint d_offset = i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
3434
35- vec2 v = dequantize(ib, iqs, 0);
36- const vec2 dm = get_dm(ib, 0);
37- v = v * dm.x + dm.y;
35+ const uint ib = a_offset + i00/QUANT_K; // block index
36+ const uint iqs = (i00%QUANT_K)/QUANT_R; // quant index
37+ const uint iybs = i00 - i00%QUANT_K; // dst block start index
38+ const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
3839
39- data_d[d_offset + iybs + iqs ] = D_TYPE(v.x);
40- data_d[d_offset + iybs + iqs + y_offset] = D_TYPE(v.y);
40+ vec2 v = dequantize(ib, iqs, 0);
41+ const vec2 dm = get_dm(ib, 0);
42+ v = v * dm.x + dm.y;
43+
44+ data_d[d_offset + iybs + iqs ] = D_TYPE(v.x);
45+ data_d[d_offset + iybs + iqs + y_offset] = D_TYPE(v.y);
46+
47+ gid_y += gl_WorkGroupSize.y * gl_NumWorkGroups.y;
48+ }
49+ gid_z += gl_WorkGroupSize.z * gl_NumWorkGroups.z;
50+ }
4151}
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