vulkan: multi-row k quants (#10846)

* multi row k quant shaders!

* better row selection

* more row choices

* readjust row selection

* rm_kq=2 by default
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Eve 2024-12-26 10:54:44 -05:00 committed by GitHub
parent d283d02bf2
commit d79d8f39b4
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6 changed files with 472 additions and 367 deletions

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@ -6,21 +6,15 @@
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
layout (constant_id = 0) const uint BLOCK_SIZE = 32;
layout (constant_id = 1) const uint NUM_ROWS = 1;
shared FLOAT_TYPE tmp[BLOCK_SIZE];
void main() {
const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z;
if (row >= p.stride_d) {
return;
}
shared FLOAT_TYPE tmpsh[NUM_ROWS][BLOCK_SIZE];
void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
uint a_offset, b_offset, d_offset;
get_offsets(a_offset, b_offset, d_offset);
const uint num_blocks_per_row = p.ncols / QUANT_K;
const uint ib0 = a_offset / QUANT_K + row*num_blocks_per_row;
// 16 threads are used to process each block
const uint it_size = gl_WorkGroupSize.x/16;
@ -35,19 +29,21 @@ void main() {
const uint8_t m = uint8_t(1 << (4 * v_im));
const uint l0 = 2*v_in; // 0...15
const uint l0 = 2*v_in; // 0...15
const uint q_offset = 32*v_im + l0;
const uint y_offset = 128*v_im + l0;
FLOAT_TYPE temp = FLOAT_TYPE(0.0); // partial sum for thread in warp
FLOAT_TYPE temp[NUM_ROWS];
[[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
temp[i] = FLOAT_TYPE(0);
}
const uint s_shift = 4 * v_im;
[[unroll]] for (uint i = ix; i < num_blocks_per_row; i += it_size) {
const uint y_idx = i * QUANT_K + y_offset;
const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);
B_TYPE_VEC2 b0 = data_b_v2[(b_offset + y_idx) / 2 + 0];
B_TYPE_VEC2 b16 = data_b_v2[(b_offset + y_idx) / 2 + 8];
B_TYPE_VEC2 b32 = data_b_v2[(b_offset + y_idx) / 2 + 16];
@ -57,44 +53,68 @@ void main() {
B_TYPE_VEC2 b96 = data_b_v2[(b_offset + y_idx) / 2 + 48];
B_TYPE_VEC2 b112 = data_b_v2[(b_offset + y_idx) / 2 + 56];
uint16_t s0_16 = data_a_packed16[ib0 + i].scales[0];
uint16_t s2_16 = data_a_packed16[ib0 + i].scales[1];
uint16_t s4_16 = data_a_packed16[ib0 + i].scales[2];
uint16_t s6_16 = data_a_packed16[ib0 + i].scales[3];
uint16_t s8_16 = data_a_packed16[ib0 + i].scales[4];
uint16_t s10_16 = data_a_packed16[ib0 + i].scales[5];
u8vec2 s0 = unpack8(s0_16);
u8vec2 s2 = unpack8(s2_16);
u8vec2 s4 = unpack8(s4_16);
u8vec2 s6 = unpack8(s6_16);
u8vec2 s8 = unpack8(s8_16);
u8vec2 s10 = unpack8(s10_16);
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
const uint ib0 = a_offset / QUANT_K + (first_row+n)*num_blocks_per_row;
const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);
FLOAT_TYPE sum = FLOAT_TYPE(0.0);
[[unroll]] for (int l = 0; l < 2; ++l) {
sum = fma(FLOAT_TYPE(b0[l]) * FLOAT_TYPE(int8_t(((s0[0] >> s_shift) & 0xF) | ((s8[0] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] ) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 0)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b32[l]) * FLOAT_TYPE(int8_t(((s2[0] >> s_shift) & 0xF) | ((s10[0] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] >> 2) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 1)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b64[l]) * FLOAT_TYPE(int8_t(((s4[0] >> s_shift) & 0xF) | ((s8[0] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] >> 4) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 2)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b96[l]) * FLOAT_TYPE(int8_t(((s6[0] >> s_shift) & 0xF) | ((s10[0] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] >> 6) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 3)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b16[l]) * FLOAT_TYPE(int8_t(((s0[1] >> s_shift) & 0xF) | ((s8[1] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] ) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 0)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b48[l]) * FLOAT_TYPE(int8_t(((s2[1] >> s_shift) & 0xF) | ((s10[1] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] >> 2) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 1)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b80[l]) * FLOAT_TYPE(int8_t(((s4[1] >> s_shift) & 0xF) | ((s8[1] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] >> 4) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 2)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b112[l]) * FLOAT_TYPE(int8_t(((s6[1] >> s_shift) & 0xF) | ((s10[1] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] >> 6) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 3)) != 0) ? 0 : 4)), sum))))))));
uint16_t s0_16 = data_a_packed16[ib0 + i].scales[0];
uint16_t s2_16 = data_a_packed16[ib0 + i].scales[1];
uint16_t s4_16 = data_a_packed16[ib0 + i].scales[2];
uint16_t s6_16 = data_a_packed16[ib0 + i].scales[3];
uint16_t s8_16 = data_a_packed16[ib0 + i].scales[4];
uint16_t s10_16 = data_a_packed16[ib0 + i].scales[5];
u8vec2 s0 = unpack8(s0_16);
u8vec2 s2 = unpack8(s2_16);
u8vec2 s4 = unpack8(s4_16);
u8vec2 s6 = unpack8(s6_16);
u8vec2 s8 = unpack8(s8_16);
u8vec2 s10 = unpack8(s10_16);
FLOAT_TYPE sum = FLOAT_TYPE(0.0);
[[unroll]] for (int l = 0; l < 2; ++l) {
sum = fma(FLOAT_TYPE(b0[l]) * FLOAT_TYPE(int8_t(((s0[0] >> s_shift) & 0xF) | ((s8[0] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] ) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 0)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b32[l]) * FLOAT_TYPE(int8_t(((s2[0] >> s_shift) & 0xF) | ((s10[0] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] >> 2) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 1)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b64[l]) * FLOAT_TYPE(int8_t(((s4[0] >> s_shift) & 0xF) | ((s8[0] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] >> 4) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 2)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b96[l]) * FLOAT_TYPE(int8_t(((s6[0] >> s_shift) & 0xF) | ((s10[0] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l ] >> 6) & 3) - (((data_a[ib0 + i].hmask[l0 + l ] & (m << 3)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b16[l]) * FLOAT_TYPE(int8_t(((s0[1] >> s_shift) & 0xF) | ((s8[1] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] ) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 0)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b48[l]) * FLOAT_TYPE(int8_t(((s2[1] >> s_shift) & 0xF) | ((s10[1] >> (s_shift + 0) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] >> 2) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 1)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b80[l]) * FLOAT_TYPE(int8_t(((s4[1] >> s_shift) & 0xF) | ((s8[1] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] >> 4) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 2)) != 0) ? 0 : 4)),
fma(FLOAT_TYPE(b112[l]) * FLOAT_TYPE(int8_t(((s6[1] >> s_shift) & 0xF) | ((s10[1] >> (s_shift + 2) & 0x3) << 4)) - 32), FLOAT_TYPE(((data_a[ib0 + i].qs[q_offset + l+16] >> 6) & 3) - (((data_a[ib0 + i].hmask[l0 + l+16] & (m << 3)) != 0) ? 0 : 4)), sum))))))));
}
temp[n] = fma(d, sum, temp[n]);
}
temp = fma(d, sum, temp);
}
tmp[gl_LocalInvocationID.x] = temp;
// sum up partial sums and write back result
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
tmpsh[n][tid] = temp[n];
}
barrier();
[[unroll]] for (uint s = gl_WorkGroupSize.x/2; s > 0; s >>= 1) {
[[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) {
if (tid < s) {
tmp[tid] += tmp[tid + s];
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
tmpsh[n][tid] += tmpsh[n][tid + s];
}
}
barrier();
}
if (tid == 0) {
data_d[d_offset + row] = D_TYPE(tmp[0]);
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
data_d[d_offset + first_row + n] = D_TYPE(tmpsh[n][0]);
}
}
}
void main() {
const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
// do NUM_ROWS at a time, unless there aren't enough remaining rows
if (first_row + NUM_ROWS <= p.stride_d) {
compute_outputs(first_row, NUM_ROWS);
} else {
if (first_row >= p.stride_d) {
return;
}
compute_outputs(first_row, p.stride_d - first_row);
}
}