#version 450 /* * Iris Vulkan GEMM (Q8_0 weights) * * Computes C[M,N] = alpha * op(A)[M,K] @ op(B)[K,N] + beta * C[M,N] * where A and C are f32 and B is a GGML Q8_0-quantized weight matrix. Used for * weight-bound linear layers: A is the f32 activation, B is the Q8_0 weight. * * GGML Q8_0 packs the weight into blocks of 32 elements. Each block is 34 * bytes laid out as: an fp16 scale (2 bytes) followed by 32 signed int8 * quants. A weight element at flat index e dequantizes to * value = float(qs[e % 32]) * fp16_to_f32(scale[e / 32]) * Blocks never cross a matrix row because every weight's contraction * dimension (K) is a multiple of 32, so the flat index e == row*K + col maps * cleanly onto the block stream. * * The block buffer is read as a uint[] (no 16-bit storage extension needed): * the fp16 scale at the block start is always 16-bit aligned within a word * (block byte offset 34*b is congruent to 0 or 2 mod 4), and the int8 quants * are extracted with byte-granular shifts. */ layout(local_size_x = 16, local_size_y = 16) in; layout(std430, binding = 0) readonly buffer ABuf { float A[]; }; layout(std430, binding = 1) readonly buffer BBuf { uint Bw[]; }; layout(std430, binding = 2) buffer CBuf { float C[]; }; layout(push_constant) uniform PC { uint M, N, K; uint lda, ldb, ldc; uint ta, tb; float alpha, beta; } pc; shared float As[16][16]; shared float Bs[16][16]; /* Dequantize the Q8_0 weight element at flat index e. */ float load_q8(uint e) { uint block = e >> 5u; /* e / 32 */ uint within = e & 31u; /* e % 32 */ uint base = block * 34u; /* byte offset of this block */ /* fp16 scale at byte `base` (16-bit aligned within its word). */ uint sword = Bw[base >> 2u]; vec2 shalf = unpackHalf2x16(sword); float scale = ((base & 2u) == 0u) ? shalf.x : shalf.y; /* int8 quant at byte base + 2 + within. */ uint qoff = base + 2u + within; uint qword = Bw[qoff >> 2u]; uint b = (qword >> ((qoff & 3u) * 8u)) & 0xffu; int q = (b < 128u) ? int(b) : int(b) - 256; /* sign extend */ return float(q) * scale; } void main() { uint row = gl_GlobalInvocationID.y; uint col = gl_GlobalInvocationID.x; uint tx = gl_LocalInvocationID.x; uint ty = gl_LocalInvocationID.y; float acc = 0.0; uint numTiles = (pc.K + 15u) / 16u; for (uint t = 0u; t < numTiles; t++) { uint kA = t * 16u + tx; uint kB = t * 16u + ty; float av = 0.0; if (row < pc.M && kA < pc.K) { av = (pc.ta == 0u) ? A[row * pc.lda + kA] : A[kA * pc.lda + row]; } As[ty][tx] = av; float bv = 0.0; if (col < pc.N && kB < pc.K) { uint e = (pc.tb == 0u) ? (kB * pc.ldb + col) : (col * pc.ldb + kB); bv = load_q8(e); } Bs[ty][tx] = bv; barrier(); for (uint k = 0u; k < 16u; k++) { acc += As[ty][k] * Bs[k][tx]; } barrier(); } if (row < pc.M && col < pc.N) { uint ci = row * pc.ldc + col; float prev = (pc.beta != 0.0) ? C[ci] : 0.0; C[ci] = pc.alpha * acc + pc.beta * prev; } }