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
106
vulkan-shaders/soft_max.comp
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vulkan-shaders/soft_max.comp
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#version 450
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#extension GL_EXT_shader_16bit_storage : require
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layout (push_constant) uniform parameter
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{
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uint KX;
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uint KY;
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float scale;
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float max_bias;
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float m0;
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float m1;
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uint n_head_log2;
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} p;
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#include "types.comp"
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#extension GL_EXT_control_flow_attributes : enable
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#define BLOCK_SIZE 512
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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 X {A_TYPE data_a[];};
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layout (binding = 1) readonly buffer Y {B_TYPE data_b[];};
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layout (binding = 2) buffer D {D_TYPE data_d[];};
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shared FLOAT_TYPE vals[BLOCK_SIZE];
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void main() {
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const uint tid = gl_LocalInvocationID.x;
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const uint rowx = gl_WorkGroupID.x;
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const uint rowy = rowx % p.KY;
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float slope = 1.0f;
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// ALiBi
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if (p.max_bias > 0.0f) {
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const uint h = rowx/p.KY; // head index
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const float base = h < p.n_head_log2 ? p.m0 : p.m1;
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const uint exp = h < p.n_head_log2 ? h + 1 : 2*(h - p.n_head_log2) + 1;
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slope = pow(base, exp);
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}
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// Find max
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FLOAT_TYPE max_val = uintBitsToFloat(0xFF800000);
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[[unroll]] for (uint col0 = 0; col0 < p.KX; col0 += BLOCK_SIZE) {
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const uint col = col0 + tid;
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if (col >= p.KX) {
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break;
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}
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max_val = max(max_val, FLOAT_TYPE(data_a[rowx * p.KX + col]) * p.scale + (p.KY > 0 ? slope * FLOAT_TYPE(data_b[rowy * p.KX + col]) : FLOAT_TYPE(0.0f)));
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}
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vals[tid] = max_val;
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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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vals[tid] = max(vals[tid], vals[tid + s]);
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}
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barrier();
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}
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max_val = vals[0];
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barrier();
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// Sum up values
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vals[tid] = FLOAT_TYPE(0.0f);
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[[unroll]] for (uint col0 = 0; col0 < p.KX; col0 += BLOCK_SIZE) {
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const uint col = col0 + tid;
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if (col >= p.KX) {
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break;
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}
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const uint i = rowx * p.KX + col;
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const FLOAT_TYPE val = exp(FLOAT_TYPE(data_a[i]) * p.scale + (p.KY > 0 ? slope * FLOAT_TYPE(data_b[rowy * p.KX + col]) : FLOAT_TYPE(0.0f)) - max_val);
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vals[tid] += val;
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data_d[i] = D_TYPE(val);
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}
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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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vals[tid] += vals[tid + s];
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}
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barrier();
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}
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const D_TYPE divisor = D_TYPE(vals[0]);
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[[unroll]] for (uint col0 = 0; col0 < p.KX; col0 += BLOCK_SIZE) {
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const uint col = col0 + tid;
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if (col >= p.KX) {
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break;
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}
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data_d[rowx*p.KX + col] /= divisor;
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}
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}
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