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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_q8_0.comp32 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 {block_q8_0 data_a[];};8layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};9 10void main() {11    const uint i = gl_WorkGroupID.x * 4 + gl_LocalInvocationID.x / 64;12 13    const uint tid = gl_LocalInvocationID.x % 64;14    const uint il  = tid/32;15    const uint ir  = tid%32;16    const uint ib = 32*i + ir;17    if (ib >= p.nel / 32) {18        return;19    }20 21    const uint b_idx = 1024*i + 32*ir + 16*il;22 23    const float d = float(data_a[ib].d);24 25    const uint q_idx = 16*il;26 27    [[unroll]] for (uint l = 0; l < 16; l += 2) {28        data_b[b_idx + l    ] = D_TYPE(d * data_a[ib].qs[q_idx + l    ]);29        data_b[b_idx + l + 1] = D_TYPE(d * data_a[ib].qs[q_idx + l + 1]);30    }31}32 
Brunobkr/llama.cpp_AlgMor24_github · Team Ai