#version 450 #extension GL_EXT_control_flow_attributes : require #extension GL_EXT_shader_16bit_storage : require layout (push_constant) uniform parameter { uint ne; } p; #include "types.comp" layout(constant_id = 0) const uint GROUP_SIZE = 32; layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {vec4 data_a[];}; layout (binding = 1) writeonly buffer D {block_q8_1_packed32 data_b[];}; shared float shmem[GROUP_SIZE]; void quantize() { const uint wgid = gl_WorkGroupID.x; const uint tid = gl_LocalInvocationID.x; // Each thread handles a vec4, so 8 threads handle a block const uint blocks_per_group = GROUP_SIZE / 8; const uint block_in_wg = tid / 8; const uint ib = wgid * blocks_per_group + block_in_wg; const uint iqs = tid % 8; if (ib >= gl_NumWorkGroups.x * blocks_per_group) { return; } const uint a_idx = ib * 8 + iqs; vec4 vals = a_idx < p.ne ? data_a[a_idx] : vec4(0.0f); const vec4 abs_vals = abs(vals); // Find absolute max for each block shmem[tid] = max(max(abs_vals.x, abs_vals.y), max(abs_vals.z, abs_vals.w)); barrier(); [[unroll]] for (uint s = 4; s > 0; s >>= 1) { if (iqs < s) { shmem[tid] = max(shmem[tid], shmem[tid + s]); } barrier(); } const float amax = shmem[block_in_wg * 8]; const float d = amax / 127.0; const float d_inv = d != 0.0 ? 1.0 / d : 0.0; vals = round(vals * d_inv); data_b[ib].qs[iqs] = pack32(i8vec4(round(vals))); barrier(); // Calculate the sum for each block shmem[tid] = vals.x + vals.y + vals.z + vals.w; barrier(); [[unroll]] for (uint s = 4; s > 0; s >>= 1) { if (iqs < s) { shmem[tid] += shmem[tid + s]; } barrier(); } if (iqs == 0) { const float sum = shmem[tid]; data_b[ib].ds = f16vec2(vec2(d, sum * d)); } } void main() { quantize(); }