Vulkan Shader Refactor, Memory Debugging Option (#7947)
* Refactor shaders, extract GLSL code from ggml_vk_generate_shaders.py into vulkan-shaders directory * Improve debug log code * Add memory debug output option * Fix flake8 * Fix unnecessary high llama-3 VRAM use
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54 changed files with 25266 additions and 21885 deletions
34
vulkan-shaders/dequant_q2_k.comp
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34
vulkan-shaders/dequant_q2_k.comp
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#version 450
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#include "dequant_head.comp"
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
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void main() {
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[[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
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const uint i = gl_WorkGroupID.x * 256 + wgy;
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if (i >= p.M * p.K / QUANT_K) {
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return;
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}
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const uint tid = gl_LocalInvocationID.x;
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const uint ip = tid / 32;
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const uint il = tid - 32 * ip;
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const uint is = 8 * ip + il / 16;
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const uint y_idx = i * QUANT_K + 128 * ip + il;
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const uint ql_idx = 32 * ip + il;
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const uint8_t qs = data_a[i].qs[32 * ip + il];
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FLOAT_TYPE dall = FLOAT_TYPE(data_a[i].d.x);
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FLOAT_TYPE dmin = FLOAT_TYPE(data_a[i].d.y);
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data_b[y_idx + 0] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+0] & 0xF) * ((qs >> 0) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+0] >> 4));
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data_b[y_idx + 32] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+2] & 0xF) * ((qs >> 2) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+2] >> 4));
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data_b[y_idx + 64] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+4] & 0xF) * ((qs >> 4) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+4] >> 4));
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data_b[y_idx + 96] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+6] & 0xF) * ((qs >> 6) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+6] >> 4));
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}
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}
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