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Brunobkr/llama.cpp_AlgMor24_github

ΩFFFΣLLIa • llama.cpp • AlgMor24 ██████╗ ███████╗███████╗███████╗██╗ ██╗ ██╗ █████╗ ██╔═══██╗██╔════╝██╔════╝██╔════╝██║ ██║ ██║██╔══██╗ ██║ ██║█████╗ █████╗ █████╗ ██║ ██║ ██║███████║ ██║ ██║██╔══╝ ██╔══╝ ██╔══╝ ██║ ██║ ██║██╔══██║ ╚██████╔╝██║ ██║ ███████╗███████╗███████╗██║██║ ██║ ╚═════╝ ╚═╝ ╚═╝ ╚══════╝╚══════╝╚══════╝╚═╝╚═╝ ╚═╝ High-Performance LLM / VLM Inference & Autonomous Agentic Ecosystem… See the full description on the dataset page: https://huggingface.co/datasets/Brunobkr/llama.cpp_AlgMor24_github.

sourceHugging Faceupdated 2mo agoView on Hugging Face
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dequant_f32.comp21 linesDownload Raw Back to vulkan-shaders
1#version 4502 3#include "dequant_head.glsl"4 5layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;6 7layout (binding = 0) readonly buffer A {float data_a[];};8layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};9 10void main() {11    const uint i = gl_GlobalInvocationID.x * 16;12 13    if (i >= p.nel) {14        return;15    }16 17    [[unroll]] for (uint l = 0; l < 16; l++) {18        data_b[i + l] = D_TYPE(data_a[i + l]);19    }20}21 
Brunobkr/llama.cpp_AlgMor24_github · Team Ai