44
55#include "mul_mat_vec_base.comp"
66
7- layout(local_size_x = 32 , local_size_y = 1, local_size_z = 1) in;
7+ layout(local_size_x_id = 0 , local_size_y = 1, local_size_z = 1) in;
88
9- shared FLOAT_TYPE tmp[32];
9+ layout (constant_id = 0) const uint SUBGROUP_SIZE = 32;
10+
11+ shared FLOAT_TYPE tmp[SUBGROUP_SIZE];
1012
1113void main() {
1214 const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z;
@@ -21,21 +23,19 @@ void main() {
2123 const uint num_blocks_per_row = p.ncols / QUANT_K;
2224 const uint ib0 = a_offset / QUANT_K + row*num_blocks_per_row;
2325
24- const uint tid = gl_LocalInvocationID.x/K_QUANTS_PER_ITERATION; // 0...31 or 0...16
25- const uint ix = gl_LocalInvocationID.x%K_QUANTS_PER_ITERATION; // 0 or 0, 1
26+ uint it_size = gl_WorkGroupSize.x/16;
27+
28+ const uint tid = gl_LocalInvocationID.x;
29+ const uint itid = tid/it_size; // 0...16
30+ const uint ix = tid%it_size;
2631
27- const uint step = 16/K_QUANTS_PER_ITERATION; // 16 or 8
32+ const uint step = 8;
2833
29- const uint v_im = tid /step; // 0 or 1. 0 computes 0..., 1 computes 128...
30- const uint v_in = tid - step*v_im; // 0...15 or 0...7
34+ const uint v_im = itid /step; // 0 or 1. 0 computes 0..., 1 computes 128...
35+ const uint v_in = itid - step*v_im; // 0...15 or 0...7
3136
32- #if K_QUANTS_PER_ITERATION == 1
33- const uint l0 = v_in; // 0...15
34- const uint is = 0;
35- #else
3637 const uint l0 = 4 * v_in; // 0, 4, 8, ..., 28
3738 const uint is = v_in / 4;
38- #endif
3939
4040 const uint ql_offset = 64*v_im + l0;
4141 const uint qh_offset = 32*v_im + l0;
@@ -44,7 +44,7 @@ void main() {
4444
4545 FLOAT_TYPE temp = FLOAT_TYPE(0.0); // partial sum for thread in warp
4646
47- [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += K_QUANTS_PER_ITERATION ) {
47+ [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += it_size ) {
4848 const uint y_idx = i * QUANT_K + y_offset;
4949
5050 const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);
@@ -95,10 +95,10 @@ void main() {
9595 }
9696
9797 tmp[gl_LocalInvocationID.x] = temp;
98-
9998 // sum up partial sums and write back result
99+
100100 barrier();
101- [[unroll]] for (uint s = 16 ; s > 0; s >>= 1) {
101+ [[unroll]] for (uint s = gl_WorkGroupSize.x/2 ; s > 0; s >>= 1) {
102102 if (tid < s) {
103103 tmp[tid] += tmp[tid + s];
104104 }
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