llama.cpp/vulkan-shaders/mul_mat_vec.comp
0cc4m 7c7836d9d4
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
2024-06-16 07:17:31 +02:00

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#version 450
#ifdef FLOAT16
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
#endif
#include "mul_mat_vec_base.comp"
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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 tid = gl_LocalInvocationID.x;
uint a_offset, b_offset, d_offset;
get_offsets(a_offset, b_offset, d_offset);
const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
tmp[tid] = FLOAT_TYPE(0.0f);
[[unroll]] for (uint i = 0; i < p.ncols/BLOCK_SIZE; i += 2) {
const uint col = i*BLOCK_SIZE + 2*tid;
const uint ib = (row*p.ncols + col)/QUANT_K; // block index
const uint iqs = (col%QUANT_K)/QUANT_R; // quant index
const uint iybs = col - col%QUANT_K; // y block start index
vec2 v = dequantize(ib, iqs, a_offset / QUANT_K);
// matrix multiplication
tmp[tid] += FLOAT_TYPE(v.x) * FLOAT_TYPE(data_b[b_offset + iybs + iqs]) +
FLOAT_TYPE(v.y) * FLOAT_TYPE(data_b[b_offset + iybs + iqs + y_offset]);
}
// sum up partial sums and write back result
barrier();
[[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) {
if (tid < s) {
tmp[tid] += tmp[tid + s];
}
barrier();
}
if (tid == 0) {
data_d[d_offset + row] = D_TYPE(tmp[0]);
}
}