vulkan: Dynamic subgroup size support for Q6_K mat_vec (#10536)

* subgroup 64 version with subgroup add. 15% faster

scalable version

tested for subgroup sizes 16-128

* check for subgroup multiple of 16 and greater than 16

* subgroup sizes are always a power of 2 (https://github.com/KhronosGroup/GLSL/issues/45)

* force 16 sequential threads per block

* make 16 subgroup size a constant
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Eve 2024-11-30 07:00:02 +00:00 committed by GitHub
parent 7cc2d2c889
commit 0533e7fb38
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2 changed files with 23 additions and 20 deletions

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@ -4,9 +4,11 @@
#include "mul_mat_vec_base.comp"
layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
shared FLOAT_TYPE tmp[32];
layout (constant_id = 0) const uint BLOCK_SIZE = 32;
shared FLOAT_TYPE tmp[BLOCK_SIZE];
void main() {
const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z;
@ -21,21 +23,19 @@ void main() {
const uint num_blocks_per_row = p.ncols / QUANT_K;
const uint ib0 = a_offset / QUANT_K + row*num_blocks_per_row;
const uint tid = gl_LocalInvocationID.x/K_QUANTS_PER_ITERATION; // 0...31 or 0...16
const uint ix = gl_LocalInvocationID.x%K_QUANTS_PER_ITERATION; // 0 or 0, 1
// 16 threads are used to process each block
const uint it_size = gl_WorkGroupSize.x/16;
const uint tid = gl_LocalInvocationID.x;
const uint itid = tid%16; // 0...16
const uint ix = tid/16;
const uint step = 16/K_QUANTS_PER_ITERATION; // 16 or 8
const uint step = 8;
const uint v_im = tid/step; // 0 or 1. 0 computes 0..., 1 computes 128...
const uint v_in = tid - step*v_im; // 0...15 or 0...7
const uint v_im = itid/step; // 0 or 1. 0 computes 0..., 1 computes 128...
const uint v_in = itid - step*v_im; // 0...15 or 0...7
#if K_QUANTS_PER_ITERATION == 1
const uint l0 = v_in; // 0...15
const uint is = 0;
#else
const uint l0 = 4 * v_in; // 0, 4, 8, ..., 28
const uint is = v_in / 4;
#endif
const uint ql_offset = 64*v_im + l0;
const uint qh_offset = 32*v_im + l0;
@ -44,7 +44,7 @@ void main() {
FLOAT_TYPE temp = FLOAT_TYPE(0.0); // partial sum for thread in warp
[[unroll]] for (uint i = ix; i < num_blocks_per_row; i += K_QUANTS_PER_ITERATION) {
[[unroll]] for (uint i = ix; i < num_blocks_per_row; i += it_size) {
const uint y_idx = i * QUANT_K + y_offset;
const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);
@ -95,10 +95,10 @@ void main() {
}
tmp[gl_LocalInvocationID.x] = temp;
// sum up partial sums and write back result
barrier();
[[unroll]] for (uint s = 16; s > 0; s >>= 1) {
[[unroll]] for (uint s = gl_WorkGroupSize.x/2; s > 0; s >>= 1) {
if (tid < s) {
tmp[tid] += tmp[tid + s];
}