#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_q1_0 data_a[];}; layout (binding = 1) writeonly buffer D {D_TYPE data_b[];}; void main() { const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64; const uint tid = gl_LocalInvocationID.x % 64; const uint il = tid / 4; const uint ir = tid % 4; const uint ib = 4*i + ir; if (ib >= p.nel / 128) { return; } const uint b_idx = 512*i + 128*ir + 8*il; const float d = float(data_a[ib].d); const uint bits = uint(data_a[ib].qs[il]); [[unroll]] for (uint l = 0; l < 8; ++l) { data_b[b_idx + l] = D_TYPE((bits & (1u << l)) != 0u ? d : -d); } }