mirror of
https://github.com/ggerganov/llama.cpp.git
synced 2024-11-14 23:09:53 +00:00
7c7836d9d4
* 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
43 lines
1.7 KiB
Plaintext
43 lines
1.7 KiB
Plaintext
#version 450
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#include "dequant_head.comp"
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
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void main() {
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[[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
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const uint i = uint(gl_WorkGroupID.x * 256 + wgy);
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if (i >= p.M * p.K / QUANT_K) {
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return;
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}
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const uint r = gl_LocalInvocationID.x / 4;
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const uint tid = r / 2;
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const uint is0 = r % 2;
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const uint l0 = 16 * is0 + 4 * (gl_LocalInvocationID.x % 4);
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const uint n = tid / 4;
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const uint j = tid - 4*n;
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const uint8_t m = uint8_t(1 << (4*n + j));
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const uint is = 8*n + 2*j + is0;
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const uint shift = 2*j;
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const int8_t us = int8_t(is < 4 ? (data_a[i].scales[is-0] & 0xF) | (((data_a[i].scales[is+8] >> 0) & 3) << 4) :
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is < 8 ? (data_a[i].scales[is-0] & 0xF) | (((data_a[i].scales[is+4] >> 2) & 3) << 4) :
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is < 12 ? (data_a[i].scales[is-8] >> 4) | (((data_a[i].scales[is+0] >> 4) & 3) << 4) :
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(data_a[i].scales[is-8] >> 4) | (((data_a[i].scales[is-4] >> 6) & 3) << 4));
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const FLOAT_TYPE d_all = FLOAT_TYPE(data_a[i].d);
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const FLOAT_TYPE dl = d_all * FLOAT_TYPE(us - 32);
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const uint y_idx = i * QUANT_K + 128 * n + 32 * j;
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const uint qs_idx = 32*n;
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for (uint l = l0; l < l0 + 4; ++l) {
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data_b[y_idx + l] = D_TYPE(dl * FLOAT_TYPE(int8_t((data_a[i].qs[qs_idx + l] >> shift) & 3) - (((data_a[i].hmask[l] & m) != 0) ? 0 : 4)));
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}
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}
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}
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