This fixes incoherent output in Llama-4-Maverick-17B-128E-PAB-Q8_0, which
has a mul_mat_id with an A matrix that's Q8_0 8192 x 5120 x 128.
This should work when the number of blocks in the A matrix is less than 2^32
(for mul_mat_vec or mul_mm_cm2), or for mul_mm I think the limit is like
2^32*LOAD_VEC_A elements.
- Divide batch_stride by QUANT_K earlier, so the block index calculation works in 32b.
- Each vk_pipeline_struct has a linked list of pipelines that will allow it to handle
variants. So far this change just adds a single use case for this, compiling with the
e64BitIndexingEXT flag.
- Use the 64b indexing variant when the A matrix is larger than maxStorageBufferRange.
64-bit indexing has some cost - around 3-5% in MoE models, so it's worth the effort
to avoid enabling it unconditionally.
* vulkan: Optimize GGML_OP_CUMSUM
There are two paths: The preexisting one that does a whole row per workgroup
in a single shader, and one that splits each row into multiple blocks and does
two passes. The first pass computes partials within a block, the second adds
the block partials to compute the final result. The multipass shader is used
when there are a small number of large rows.
In the whole-row shader, handle multiple elements per invocation.
* use 2 ELEM_PER_THREAD for AMD/Intel
* address feedback
* vulkan: extend topk_moe to handle sigmoid w/exp_probs_b for nemotron
Also handle GGML_OP_SCALE at the end (nemotron, deepseek2).
Fewer pipeline variants and spec constants, just use push constants.
In test_topk_moe, change exp_probs_b to be 1D, matching real networks.
Update test-backend-ops and ggml-backend to allow verifying multiple outputs
in a fusion test (topk_moe has two outputs). Previously only the final node
was verified.
* change test_topk_moe to allow results in arbitrary order
* disable sigmoid fusion for moltenvk
* vulkan: Use BK=32 for coopmat2 mul_mat_id
* vulkan: optimize decodeFuncB in coopmat2 mul_mat_id shader
Disable robustness, remove the OOB check in decodeFuncB, and initialize the
row_ids to zero to avoid OOB access.
Don't slice/offset the B matrix to ic * BN, only to adjust the coord back down
to the range [0, BN) in decodeFuncB. Instead just slice with a row offset of
zero and remove the '& (BN - 1)'. This allows the compiler to common some of
the shared memory loads.
* Some improvement on mul_mat_iq2_xs
Refactor calculations for db values and grid data to optimize performance and reduce redundancy.
* Fix trailing whitespace
When the number of cols is large, split each row across multiple workgroups.
There are three phases that communicate partial results through temp buffers:
(1) compute max partials
(2) take max of partials, compute sum(exp(x-max)) partials
(3) sum partials, compute scaled result
* Optimize Vulkan shader for matrix-vector multiplication
* Revert changes on compute_outputs and main
Refactor compute_outputs to handle remaining rows correctly.
* Fix trailing whitespace
* Feat: Added vulkan circular tiling support
* Feat: Added cpu circular
* Feat: Added cuda kernels
* Added tests
* Added tests
* Removed non-pad operations
* Removed unneded changes
* removed backend non pad tests
* Update test-backend-ops.cpp
* Fixed comment on pad test
* removed trailing whitespace
* Removed unneded test in test-backend-ops
* Removed removed test from calls
* Update ggml/src/ggml-vulkan/vulkan-shaders/pad.comp
Co-authored-by: Ruben Ortlam <picard12@live.de>
* Fixed alignment
* Formatting
Co-authored-by: Aman Gupta <amangupta052@gmail.com>
* Format pad
* Format
* Clang format
* format
* format
* don't change so much stuff
* clang format and update to bool
* fix duplicates
* don't need to fix the padding
* make circular bool
* duplicate again
* rename vulkan to wrap around
* Don't need indent
* moved to const expr
* removed unneded extra line break
* More readable method calls
* Minor wording changes
* Added final newline
* Update ggml/include/ggml.h
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
* Update ggml/include/ggml.h
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
* Added circular pad ext tests
* Gate non circular pad devices
* Cleaned gating of non-circular pad devices
---------
Co-authored-by: Phylliida <phylliidadev@gmail.com>
Co-authored-by: Ruben Ortlam <picard12@live.de>
Co-authored-by: Aman Gupta <amangupta052@gmail.com>
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
* Fix shader to support 2D workgroup mapping to a single subgroup
* Set required_subgroup_size
topk_moe shader requires static WARP_SIZE and actual subgroup size to match
* vulkan: Reduce temporary memory usage for TOP_K
- Compute row size for the temp buffer based on the output of the first pass.
- Update shader addressing math to use the output row size
- Pass the output row size as "ncols_output", what used to be "ncols_output" is now "k"
For the common case of K=40 and src0=(200000,1,1,1), this reduces the temporary buffer
from about 3.2MB to 500KB.
* vulkan: fix top_k bug when there are ties in the input
I noticed by inspection a bug in the vulkan top_k shader where if the least
value in the top_k appears multiple times we could end up writing those extra
copies out rather than some larger values (if the larger values are on higher
numbered threads).
I rewrote the test verification to handle this case, where the final index set
is not necessarily the same.
* Update tests/test-backend-ops.cpp
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
---------
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
- Compute row size for the temp buffer based on the output of the first pass.
- Update shader addressing math to use the output row size
- Pass the output row size as "ncols_output", what used to be "ncols_output" is now "k"
For the common case of K=40 and src0=(200000,1,1,1), this reduces the temporary buffer
from about 3.2MB to 500KB.
* vulkan: Implement top-k
Each pass launches workgroups that each sort 2^N elements (where N is usually 7-10)
and discards all but the top K. Repeat until only K are left. And there's a fast
path when K==1 to just find the max value rather than sorting.
* fix pipeline selection
* vulkan: Add N-ary search algorithm for topk
* microoptimizations
* vulkan: support larger argsort
This is an extension of the original bitonic sorting shader that puts the
temporary values in global memory and when more than 1024 threads are needed
it runs multiple workgroups and synchronizes through a pipelinebarrier.
To improve the memory access pattern, a copy of the float value is kept with
the index value. I've applied this same change to the original shared memory
version of the shader, which is still used when ncols <= 1024.
* Reduce the number of shader variants. Use smaller workgroups when doing a single pass, for a modest perf boost
* reduce loop overhead
* run multiple cols per invocation, to reduce barrier overhead
* vulkan: add LOG operation support for F32 and F16
Part of #14909.
* vulkan: Fix LOG operation types
* docs: Update operation support documentation for Vulkan LOG operation
* vulkan: fix log_f16 shader
* docs: restore missing LOG test cases and regenerate ops.md
* vulkan: remove shell call from vulkan-shaders-gen tool
* use string vector for command execution
* Fix condition
* use string, remove const_cast
* Fix dependency file quotation on Windows
---------
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>