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ggml-org-llama-cpp-mirror/ggml/src/ggml-vulkan/vulkan-shaders/dequant_iq1_s.comp
T
AclyandJeff Bolz e29acf74fe vulkan : incremental shader builds (#16341)
* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times

* support dep-files so shaders are recompiled if their included files change

* rename shader files which are used as "headers" to use .glsl extension
* move glslc extension detection shaders to separate folders
* the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled

* vulkan : only write embedded shader .hpp/.cpp when they change

* avoid recompiling ggml-vulkan.cpp when editing shaders
* pass single --source argument instead of --input-dir & --filter to shader gen
* check for source file match earlier

* fix hang in vulkan-shaders-gen when there are compilation errors

* early out did not decrement compile_count

* clean up

* fix glslc integer dot product test

* unconditionally write the embedded shader cpp output

* replace output filepath in generated dep-files to match output in CMakeLists

---------

Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-10-04 11:42:56 +02:00

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#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_iq1_s data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
void main() {
// Each thread handles 1 subblock (32 values with 2 scales)
const uint ib = gl_WorkGroupID.x * 32 + gl_LocalInvocationID.x / 8;
init_iq_shmem(gl_WorkGroupSize);
if (ib >= p.nel / 256) {
return;
}
const uint ib32 = gl_LocalInvocationID.x % 8;
const uint b_idx = 256 * ib + 32 * ib32;
uint qh = data_a[ib].qh[ib32];
const float d = float(data_a[ib].d);
const float dl = d * float(2 * bitfieldExtract(qh, 12, 3) + 1);
const float delta = ((qh & 0x8000) != 0) ? -IQ1S_DELTA : IQ1S_DELTA;
[[unroll]] for (uint l = 0; l < 4; ++l) {
const uint qs = data_a[ib].qs[4 * ib32 + l];
const uint hi = bitfieldExtract(qh, 3 * int(l), 3);
const int16_t grid = int16_t(iq1s_grid[qs | (hi << 8)]);
[[unroll]] for (int j = 0; j < 8; ++j) {
data_b[b_idx + 8 * l + j] = D_TYPE(dl * (bitfieldExtract(grid, 2*j, 2) + delta));
}
}
}