vulkan: fix failing dequant shaders (#15862)

* vulkan: fix failing dequant shaders

* add missing const
This commit is contained in:
Jeff Bolz
2025-09-13 16:29:43 +01:00
committed by GitHub
parent b9c9c9f789
commit aa0c461efe
4 changed files with 13 additions and 9 deletions

View File

@@ -35,8 +35,10 @@ void main() {
const uint sign7 = bitfieldExtract(signscale, 7 * int(l), 7);
// Restore parity bit.
const uint sign8 = sign7 | (bitCount(sign7) << 7);
const u8vec4 grid0 = unpack8(iq3xxs_grid[data_a[ib].qs[8 * is + 2 * l]]);
const u8vec4 grid1 = unpack8(iq3xxs_grid[data_a[ib].qs[8 * is + 2 * l + 1]]);
const uint qs0 = data_a[ib].qs[8 * is + 2 * l];
const uint qs1 = data_a[ib].qs[8 * is + 2 * l + 1];
const u8vec4 grid0 = unpack8(iq3xxs_grid[qs0]);
const u8vec4 grid1 = unpack8(iq3xxs_grid[qs1]);
data_b[b_idx + 8 * l + 0] = D_TYPE(db * grid0.x * ((sign8 & 1) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 1] = D_TYPE(db * grid0.y * ((sign8 & 2) != 0 ? -1.0 : 1.0));
data_b[b_idx + 8 * l + 2] = D_TYPE(db * grid0.z * ((sign8 & 4) != 0 ? -1.0 : 1.0));