diff --git a/backends/vulkan/runtime/graph/ops/glsl/q_8w_linear.glsl b/backends/vulkan/runtime/graph/ops/glsl/q_8w_linear.glsl index cd1a08909d0..e98d2e919b0 100644 --- a/backends/vulkan/runtime/graph/ops/glsl/q_8w_linear.glsl +++ b/backends/vulkan/runtime/graph/ops/glsl/q_8w_linear.glsl @@ -52,19 +52,26 @@ layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; #define FLOAT_T float #endif -FLOAT_T q_8w_linear(const ivec4 out_idx, const int K) { - const FLOAT_T scale = t_scales[out_idx.x]; +void main() { + const int out_bufi = int(gl_GlobalInvocationID.x); + if (out_bufi >= out_numel) { + return; + } + + const ivec4 out_tidx = bufi_to_tidx(out_bufi, out_strides, 0); + + const FLOAT_T scale = t_scales[out_tidx.x]; FLOAT_T outval = FLOAT_T(0.0); - // Initial mat1 tensor idx will be (0, out_idx.y, out_idx.z, 0) - int mat1_offset = out_idx.y * mat1_strides.y + out_idx.z * qmat2_strides.z; - // Initial qmat2 tensor idx wil be (0, out_idx.x, 0, 0); note that the qmat2 + // Initial mat1 tensor idx will be (0, out_tidx.y, out_tidx.z, 0) + int mat1_offset = out_tidx.y * mat1_strides.y + out_tidx.z * qmat2_strides.z; + // Initial qmat2 tensor idx wil be (0, out_tidx.x, 0, 0); note that the qmat2 // tensor is transposed - int qmat2_offset = out_idx.x * qmat2_strides.y; + int qmat2_offset = out_tidx.x * qmat2_strides.y; - // TODO(ssjia): optimize memory access pattern by traversing K in inner loop - for (int i = 0; i < K; i++) { + // TODO(ssjia): optimize memory access pattern by traversing mat1 x in inner loop + for (int i = 0; i < mat1_sizes.x; i++) { const FLOAT_T mat1_val = t_mat1[mat1_offset]; const FLOAT_T mat2_val = t_qmat2[qmat2_offset] * scale; @@ -74,33 +81,32 @@ FLOAT_T q_8w_linear(const ivec4 out_idx, const int K) { qmat2_offset++; } - return outval; -} - -void main() { - const int out_bufi = int(gl_GlobalInvocationID.x); - if (out_bufi >= out_numel) { - return; - } - - const ivec4 out_tidx = bufi_to_tidx(out_bufi, out_strides, 0); - - t_out[out_bufi] = q_8w_linear(out_tidx, mat1_sizes.x); + t_out[out_bufi] = outval; } #else // USING_TEXTURE #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require -VEC4_T q_8w_linear(const u16vec2 out_pos, const uint16_t K) { +void main() { + const u16vec2 out_pos = u16vec2( + gl_GlobalInvocationID.x / out_limits.y, + gl_GlobalInvocationID.x % out_limits.y); + if (out_pos.x >= out_limits.x) { + return; + } + const uint16_t qmat2_pos_y = out_pos.x * uint16_t(4); VEC4_T outtex = VEC4_T(0); - const u16vec3 scales_pos = u16vec3(out_pos.x, 0, 0); - const VEC4_T scales = load_texel(t_scales, scales_pos); + const VEC4_T scales = load_texel(t_scales, u16vec3(out_pos.x, 0, 0)); - for (uint16_t i = uint16_t(0), x = uint16_t(0); i < K; i += uint16_t(4), x++) { + for ( + uint16_t i = uint16_t(0), x = uint16_t(0); + i < uint16_t(mat1_sizes.x); + i += uint16_t(4), x++) + { const VEC4_T mat1_tex = load_texel(t_mat1, u16vec3(x, out_pos.y, 0)); const VEC4_T sums = VEC4_T( dot(mat1_tex, load_texel(t_qmat2, u16vec3(x, qmat2_pos_y, 0))), @@ -112,19 +118,6 @@ VEC4_T q_8w_linear(const u16vec2 out_pos, const uint16_t K) { } outtex *= scales; - - return outtex; -} - -void main() { - const u16vec2 out_pos = u16vec2( - gl_GlobalInvocationID.x / out_limits.y, - gl_GlobalInvocationID.x % out_limits.y); - if (out_pos.x >= out_limits.x) { - return; - } - - VEC4_T outtex = q_8w_linear(out_pos, uint16_t(mat1_sizes.x)); write_texel(t_out, u16vec3(out_pos, 0), outtex); }