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
73
vulkan-shaders/mul_mat_vec_p021.comp
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vulkan-shaders/mul_mat_vec_p021.comp
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#version 450
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#extension GL_EXT_control_flow_attributes : enable
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#extension GL_EXT_shader_16bit_storage : require
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#define BLOCK_SIZE 32
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#define FLOAT_TYPE float
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layout(local_size_x = BLOCK_SIZE, 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) readonly buffer B {B_TYPE data_b[];};
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layout (binding = 2) writeonly buffer D {D_TYPE dst[];};
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layout (push_constant) uniform parameter
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{
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uint ncols_x;
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uint nrows_x;
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uint nchannels_x;
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uint nchannels_y;
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uint b_offset;
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uint d_offset;
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} p;
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shared FLOAT_TYPE tmp[BLOCK_SIZE];
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void main() {
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const uint tid = gl_LocalInvocationID.x;
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const uint row_x = gl_GlobalInvocationID.y;
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const uint channel = gl_GlobalInvocationID.z;
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const uint channel_x = channel / (p.nchannels_y / p.nchannels_x);
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const uint nrows_y = p.ncols_x;
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const uint nrows_dst = p.nrows_x;
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const uint row_dst = row_x;
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tmp[tid] = FLOAT_TYPE(0.0f);
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for (uint col_x0 = 0; col_x0 < p.ncols_x; col_x0 += BLOCK_SIZE) {
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const uint col_x = col_x0 + tid;
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if (col_x >= p.ncols_x) {
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break;
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}
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// x is transposed and permuted
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const uint ix = row_x*p.nchannels_x*p.ncols_x + channel_x*p.ncols_x + col_x;
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const FLOAT_TYPE xi = FLOAT_TYPE(data_a[ix]);
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const uint row_y = col_x;
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// y is not transposed but permuted
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const uint iy = channel*nrows_y + row_y;
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tmp[tid] += xi * FLOAT_TYPE(data_b[iy]);
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}
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// dst is not transposed and not permuted
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const uint idst = channel*nrows_dst + row_dst;
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// sum up partial sums and write back result
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barrier();
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[[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
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if (tid < s) {
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tmp[tid] += tmp[tid + s];
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}
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barrier();
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}
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if (tid == 0) {
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dst[idst] = tmp[0];
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}
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}
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