vulkan: optimize and reenable split_k (#10637)

Use vector loads when possible in mul_mat_split_k_reduce. Use split_k
when there aren't enough workgroups to fill the shaders.
This commit is contained in:
Jeff Bolz 2024-12-03 13:29:54 -06:00 committed by GitHub
parent 91c36c269b
commit cc98896db8
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 65 additions and 17 deletions

View file

@ -5,7 +5,9 @@
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer A {float data_a[];};
layout (binding = 0) readonly buffer A4 {vec4 data_a4[];};
layout (binding = 1) writeonly buffer D {float data_d[];};
layout (binding = 1) writeonly buffer D4 {vec4 data_d4[];};
layout (push_constant) uniform parameter {
uint ne;
@ -13,17 +15,34 @@ layout (push_constant) uniform parameter {
} p;
void main() {
const uint idx = gl_GlobalInvocationID.x;
// Each invocation handles four consecutive components
const uint idx = gl_GlobalInvocationID.x * 4;
if (idx >= p.ne) {
return;
}
float result = 0.0f;
// Check if all four components are in bounds and aligned,
// then use vector loads
if (idx + 3 < p.ne && (p.ne % 4) == 0) {
vec4 result = vec4(0.0f);
[[unroll]] for (uint i = 0; i < p.k_num; i++) {
result += data_a[i * p.ne + idx];
[[unroll]] for (uint i = 0; i < p.k_num; i++) {
result += data_a4[(i * p.ne + idx) / 4];
}
data_d4[idx / 4] = result;
} else {
[[unroll]] for (uint j = 0; j < 4; ++j) {
if (idx + j < p.ne) {
float result = 0.0f;
[[unroll]] for (uint i = 0; i < p.k_num; i++) {
result += data_a[i * p.ne + idx + j];
}
data_d[idx + j] = result;
}
}
}
data_d[idx] = result;
}