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
37
vulkan-shaders/rope_norm.comp
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37
vulkan-shaders/rope_norm.comp
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#version 450
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#include "rope_head.comp"
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void main() {
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const uint col = gl_GlobalInvocationID.y * 2;
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const uint row = gl_GlobalInvocationID.x;
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if (col >= p.ncols) {
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return;
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}
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if (col >= p.n_dims) {
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const uint i = row*p.ncols + col;
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data_d[i + 0] = data_a[i + 0];
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data_d[i + 1] = data_a[i + 1];
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return;
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}
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const uint i = row*p.ncols + col;
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const uint i2 = row/p.p_delta_rows;
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const float theta_base = data_pos[i2] * pow(p.theta_scale, col/2.0f);
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const float freq_factor = p.has_ff != 0 ? data_ff[col/2] : 1.0f;
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float cos_theta, sin_theta;
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rope_yarn(theta_base / freq_factor, col, cos_theta, sin_theta);
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const float x0 = float(data_a[i + 0]);
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const float x1 = float(data_a[i + 1]);
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data_d[i + 0] = D_TYPE(x0*cos_theta - x1*sin_theta);
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data_d[i + 1] = D_TYPE(x0*sin_theta + x1*cos_theta);
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}
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