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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0cc4m 2024-06-16 07:17:31 +02:00 committed by GitHub
parent 0c7b3595b9
commit 7c7836d9d4
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54 changed files with 25266 additions and 21885 deletions

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#version 450
#include "generic_head.comp"
#include "types.comp"
#extension GL_EXT_control_flow_attributes : enable
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_d[];};
layout (constant_id = 0) const uint BLOCK_SIZE = 32;
shared FLOAT_TYPE tmp[BLOCK_SIZE];
void main() {
const uint row = gl_WorkGroupID.x;
const uint col = gl_LocalInvocationID.x;
tmp[col] = FLOAT_TYPE(0.0f);
for (uint i = col; i < p.KX; i += BLOCK_SIZE) {
tmp[col] += FLOAT_TYPE(data_a[row*p.KX + i]);
}
barrier();
[[unroll]] for (int s = int(BLOCK_SIZE) / 2; s > 0; s >>= 1) {
if (col < s) {
tmp[col] += tmp[col + s];
}
barrier();
}
if (col == 0) {
data_d[row] = D_TYPE(tmp[0]);
}
}