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30 changes: 18 additions & 12 deletions ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq3_xxs.comp
Original file line number Diff line number Diff line change
Expand Up @@ -7,9 +7,15 @@ layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;

FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];

// invocations per superblock. with many columns, 8 invocations need too many
// registers and spill, so use 16 to halve the per-invocation B working set
const uint TPB = NUM_COLS <= 4 ? 8 : 16;
const uint NL = 32 / TPB; // l steps per invocation

void calc_superblock(const uint a_offset, const uint b_offset, const uint itid, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) {
const uint y_idx = i * QUANT_K + 16 * itid;
const uint ib32 = itid / 2; // 0..7
const uint ib32 = itid / (TPB / 8);
const uint l0 = (itid % (TPB / 8)) * NL;
const uint y_idx = i * QUANT_K + 32 * ib32;

uint ibi = a_offset + first_row * num_blocks_per_row + i;
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
Expand All @@ -18,13 +24,13 @@ void calc_superblock(const uint a_offset, const uint b_offset, const uint itid,
data_a_packed16[ibi].qs[QUANT_K / 8 + 2 * ib32],
data_a_packed16[ibi].qs[QUANT_K / 8 + 2 * ib32 + 1]));
const float db = d * 0.5 * (0.5 + (signscale >> 28));
[[unroll]] for (uint l = 0; l < 2; ++l) {
const uint qs0 = data_a[ibi].qs[8 * ib32 + 4 * (itid & 1) + 2 * l];
const uint qs1 = data_a[ibi].qs[8 * ib32 + 4 * (itid & 1) + 2 * l + 1];
const uint sign = bitfieldExtract(signscale, 7 * int(2 * (itid & 1) + l), 7);
[[unroll]] for (uint ll = 0; ll < NL; ++ll) {
const uint l = l0 + ll;
const uint qs = data_a_packed16[ibi].qs[4 * ib32 + l]; // one u16 per l: low + high grid index
const uint sign = bitfieldExtract(signscale, 7 * int(l), 7);
const uint sign7 = bitCount(sign);
const vec4 grid0 = vec4(unpack8(iq3xxs_grid[qs0]));
const vec4 grid1 = vec4(unpack8(iq3xxs_grid[qs1]));
const vec4 grid0 = vec4(unpack8(iq3xxs_grid[qs & 0xFF]));
const vec4 grid1 = vec4(unpack8(iq3xxs_grid[qs >> 8]));

[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
const vec4 b0 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y_idx) / 4 + 2*l + 0]);
Expand Down Expand Up @@ -53,11 +59,11 @@ void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {

const uint num_blocks_per_row = p.ncols / QUANT_K;

// 16 threads are used to process each block
const uint blocks_per_wg = gl_WorkGroupSize.x/16;
// TPB invocations are used to process each block
const uint blocks_per_wg = gl_WorkGroupSize.x/TPB;
const uint tid = gl_LocalInvocationID.x;
const uint itid = tid % 16; // 0...15
const uint ix = tid / 16;
const uint itid = tid % TPB;
const uint ix = tid / TPB;

[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
[[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
Expand Down