Commit Graph

20 Commits

Author SHA1 Message Date
Eve
0533e7fb38
vulkan: Dynamic subgroup size support for Q6_K mat_vec (#10536)
* subgroup 64 version with subgroup add. 15% faster

scalable version

tested for subgroup sizes 16-128

* check for subgroup multiple of 16 and greater than 16

* subgroup sizes are always a power of 2 (https://github.com/KhronosGroup/GLSL/issues/45)

* force 16 sequential threads per block

* make 16 subgroup size a constant
2024-11-30 08:00:02 +01:00
Diego Devesa
7cc2d2c889
ggml : move AMX to the CPU backend (#10570)
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* ggml : move AMX to the CPU backend

---------

Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
2024-11-29 21:54:58 +01:00
Jeff Bolz
f095a649ec
vulkan: get the first command buffer submitted sooner (#10499)
This is an incremental improvement over #9118 to get work to the GPU a bit
sooner. The first part is to start with a smaller number of nodes before
the first submit, and ramp it up to the current 100 nodes/submit. The
second part is to reduce the dryrun overhead for all the nodes that just
need to request descriptor space.

With these changes I get around 1-2% speedup on RTX 4070 combined with my
old Haswell-era CPU.
2024-11-29 07:18:02 +01:00
Jeff Bolz
c31ed2abfc
vulkan: define all quant data structures in types.comp (#10440) 2024-11-27 08:32:54 +01:00
Jeff Bolz
5b3466bedf
vulkan: Handle GPUs with less shared memory (#10468)
There have been reports of failure to compile on systems with <= 32KB
of shared memory (e.g. #10037). This change makes the large tile size
fall back to a smaller size if necessary, and makes mul_mat_id fall
back to CPU if there's only 16KB of shared memory.
2024-11-27 08:30:27 +01:00
Jeff Bolz
249a7902ec
vulkan: further optimize q5_k mul_mat_vec (#10479) 2024-11-27 08:21:59 +01:00
Jeff Bolz
71a64989a5
vulkan: skip integer div/mod in get_offsets for batch_idx==0 (#10506) 2024-11-27 08:08:54 +01:00
Jeff Bolz
4a57d362e1
vulkan: optimize Q2_K and Q3_K mul_mat_vec (#10459) 2024-11-27 08:00:50 +01:00
Jeff Bolz
904109ed0d
vulkan: fix group_norm (#10496)
Fix bad calculation of the end of the range. Add a backend test that
covers the bad case (taken from stable diffusion).

Fixes https://github.com/leejet/stable-diffusion.cpp/issues/439.
2024-11-26 16:45:05 +01:00
Junil Kim
0eb4e12bee
vulkan: Fix a vulkan-shaders-gen arugment parsing error (#10484)
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The vulkan-shaders-gen was not parsing the --no-clean argument correctly.
Because the previous code was parsing the arguments which have a value only
and the --no-clean argument does not have a value, it was not being parsed
correctly. This commit can now correctly parse arguments that don't have values.
2024-11-26 01:47:20 +00:00
Diego Devesa
5931c1f233
ggml : add support for dynamic loading of backends (#10469)
* ggml : add support for dynamic loading of backends

---------

Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
2024-11-25 15:13:39 +01:00
Jeff Bolz
9abe9eeae9
vulkan: predicate max operation in soft_max shaders/soft_max (#10437)
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Fixes #10434
2024-11-20 20:47:36 +01:00
Jeff Bolz
8fd4b7fa29
vulkan: copy iq4_nl LUT into shared memory (#10409)
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2024-11-20 08:40:18 +01:00
Jeff Bolz
1bacb9f625
vulkan: further optimize mul_mat_vec using larger loads (#10387)
* vulkan: Use pipeline_robustness to disable robustness in mul_mat_vec.

Add some early returns for nonexistent rows in mul_mat_vec shaders. These
can only be hit when dispatching a 2D grid of workgroups. Fix the logic
for the 2D grid of workgroups to round up.

Enable the pipeline robustness extension if it's available, and use it to
disable robustness for these pipelines. The instructions to do the bounds
checking contend for the same ALU resources as the bit twiddling dequant
instructions.

* vulkan: Add GLSL structure aliases for quant types to allow larger loads

In Vulkan it's not possible to cast pointer types, so instead you have to
declare an aliased binding for the memory with a different type. This
commit adds aliases for the quant formats using 16b ints, and in a few
places where the struct size is a multiple of 4 also using 32b ints.
Currently only q4_k's aliases are used, but others will be used in
subsequent commits.

* vulkan: use larger loads in q5_k and q6_k shaders.

Similar to the optimization I did in q4_k recently, this vectorizes some loads
and reduces the number of bit twiddling instructions.

* vulkan: use larger K step per iteration in mul_mat_vec.

Add vec4 dequantization functions, and use them to do K=8 per iteration in
mul_mat_vec. This uses 16b loads for the quant values and 128b loads for B
which helps reduce the load on the memory system.

The K_PER_ITER==2 logic is still there, just for F16/F32, and really only
because they support unaligned sizes.

Tweak the num_iters/unrolling logic to be simpler and catch a couple missed
unrolling opportunities.
2024-11-20 08:11:00 +01:00
Jeff Bolz
b3e585988f
vulkan: Optimize soft_max (#10301)
* vulkan: Optimize soft_max

Large soft_max could already saturate memory, but small/medium sizes were
pretty slow. The bulk of the gains for them comes from using a smaller
workgroup size, and making the workgroup size match the subgroup size also
makes the barriers much cheaper.

Cache some values in locals to avoid refetching/recomputing. And stamp
out a few "template instantiations" so smaller cases will fully unroll.

Add a missing early return for OOB rows. This happens when there are more
than 512 rows and the dispatch is 512 x H.

* vulkan: Further soft_max optimizations

Restore the workgroup size of 512 case, use it for >1024.

Use unrollable loops for more iteration counts.
2024-11-19 08:25:17 +01:00
Jeff Bolz
f139d2ea61
vulkan: remove use of null initializer (#10372)
Seems like this isn't working for vulkan-over-metal when the array is sized
by a spec constant. Maybe a spirv-cross limitation?
2024-11-18 08:28:42 -06:00
0cc4m
9b75f03cd2
Vulkan: Fix device info output format specifiers (#10366)
* Vulkan: Fix device info output format specifiers

* Vulkan: Use zu printf specifier for size_t instead of ld
2024-11-18 11:02:43 +01:00
Jeff Bolz
772703c8ff
vulkan: Optimize some mat-vec mul quant shaders (#10296)
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Compute two result elements per workgroup (for Q{4,5}_{0,1}). This reuses
the B loads across the rows and also reuses some addressing calculations.
This required manually partially unrolling the loop, since the compiler
is less willing to unroll outer loops.

Add bounds-checking on the last iteration of the loop. I think this was at
least partly broken before.

Optimize the Q4_K shader to vectorize most loads and reduce the number of
bit twiddling instructions.
2024-11-16 07:26:57 +01:00
thewh1teagle
3225008973 ggml : vulkan logs (whisper/2547) 2024-11-15 15:44:06 +02:00
Diego Devesa
ae8de6d50a
ggml : build backends as libraries (#10256)
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* ggml : build backends as libraries

---------

Signed-off-by: Xiaodong Ye <xiaodong.ye@mthreads.com>
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
Co-authored-by: R0CKSTAR <xiaodong.ye@mthreads.com>
2024-11-14 18:04:35 +01:00