#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_nvfp4 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; init_iq_shmem(gl_WorkGroupSize); const uint tid = gl_LocalInvocationID.x % 64; const uint sub = tid / 16; const uint ir = tid % 16; const uint ib = 16 * i + ir; if (ib >= p.nel / 64) { return; } const uint q_idx = 8 * sub; const uint b_idx = 1024 * i + 64 * ir + 16 * sub; const float d = ue4m3_to_fp32(data_a[ib].d[sub]); [[unroll]] for (uint l = 0; l < 8; ++l) { data_b[b_idx + l + 0] = D_TYPE(d * 0.5 * float(kvalues_mxfp4[data_a[ib].qs[q_idx + l] & 0xF])); data_b[b_idx + l + 8] = D_TYPE(d * 0.5 * float(kvalues_mxfp4[data_a[ib].qs[q_idx + l] >> 4])); } }