* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times
* support dep-files so shaders are recompiled if their included files change
* rename shader files which are used as "headers" to use .glsl extension
* move glslc extension detection shaders to separate folders
* the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled
* vulkan : only write embedded shader .hpp/.cpp when they change
* avoid recompiling ggml-vulkan.cpp when editing shaders
* pass single --source argument instead of --input-dir & --filter to shader gen
* check for source file match earlier
* fix hang in vulkan-shaders-gen when there are compilation errors
* early out did not decrement compile_count
* clean up
* fix glslc integer dot product test
* unconditionally write the embedded shader cpp output
* replace output filepath in generated dep-files to match output in CMakeLists
---------
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* vulkan: Replace uses of maxMemoryAllocationSize and VK_WHOLE_SIZE
Replace maxMemoryAllocationSize check with maxBufferSize when creating buffers.
The maxMemoryAllocationSize limit is a "soft" limit and allocations can succeed
beyond that limit. This allows > 4GB buffers to be allocated on some
implementations (e.g. NVIDIA) and tensors this large can be used for im2col
and mul_mat.
For temporary buffers (prealloc_x/y/etc) check against maxStorageBufferRange.
I'm not sure this check is ideal, but we always use these buffers as a single
full size binding and the limit may be smaller than maxMemoryAllocationSize
or maxBufferSize, so I think this is reasonable.
Replace descriptor range uses of VK_WHOLE_SIZE with a manually computed range.
The maxStorageBufferRange may be smaller than the maxBufferSize or
maxMemoryAllocationSize (and the Vulkan spec warns about this in a note) and
it's invalid usage if VK_WHOLE_SIZE computes a range larger than
maxStorageBufferRange.
With this change, it should be possible to generate videos using wan networks
in stable-diffusion.cpp.
* vulkan: Add env var GGML_VK_FORCE_MAX_BUFFER_SIZE and use stoull
When computing sinks, the cm1 shader was looping r from 0 to Br rather than
to rows_per_thread. I must have copied this from the scalar path (where it is
correct), and somehow it wasn't causing failures on current drivers.
* vulkan: 64-bit im2col
Add variants of the im2col shaders that use buffer_device_address/buffer_reference,
and use 64-bit address calculations. This is needed for large convolutions used in
stable-diffusion.cpp.
* fix validation error for large im2col
* vulkan: handle mat_mul with A matrix > 4GB
This change splits mat_mul operations with huge A matrix into chunks in the M
dimension. This works well for stable-diffusion use cases where the im2col
matrix has very large M.
Fix the order of setting the stride in mul_mm_cm2 - setting the dimension
clobbers the stride, so stride should be set after.
* build fixes
The "Clamp" spec constant is already based on whether KV is a multiple of Bc,
so use that to control whether bounds checking is performed. Add bounds checking
to the scalar and coopmat1 paths. Coopmat2 didn't need any changes (the K/V
tensors are already optionally clamped, nothing else needed to be changed).
The dequantize functions are copy/pasted from mul_mm_funcs.comp with very few
changes - add a_offset and divide iqs by 2. It's probably possible to call
these functions from mul_mm_funcs and avoid the duplication, but I didn't go
that far in this change.
* implement set_rows with i32 index
* template fix
* test quantized path
warnings--
* Apply suggestions from code review
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
* forgotten name change
* deduplicate cuda/sycl and test-fix
* indent++
* vulkan: support set_rows with i32 index type (#16162)
* disable i32 index for webgpu for now
---------
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* Vulkan: add conv_transpose_2d operation
* Vulkan: fix typo in conv_transpose_2d shader(s0mp, s0L, s1mp, s1L)
* Vulkan: fix incorrect indentation in conv_transpose_2d shader
* Vulkan: add checking the push constants size limit and reuse conv2d_mm.comp for conv_transpose_2d operation
* Vulkan: revert the order of the index calculation and bound check in conv_2d shader
* Vulkan: explicity check push constants limit in supports_op() for conv_transpose_2d operation.
* Vulkan: remove unnecessary lower bound checks for H/W_idx in the conv_2d shader.
* vulkan: optimize UMA buffer operations and fix driver hangs
The previous implementation was blocking the GPU for extended periods,
causing the i915 driver to reset the context due to the hangcheck
protection.
[32628.443070] i915 0000:00:02.0: [drm] GPU HANG: ecode 12:1:85dffffb, in llama-server [194114]
[32628.443091] i915 0000:00:02.0: [drm] llama-server[194114] context reset due to GPU hang
* vulkan: implement deferred_memset on UMA
---------
Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com>
* vulkan: Change the mul_mm shared memory and register caching system to use vec2 instead of scalars, to enable using dot2 instructions
* use fma instead of dot to fix Nvidia and Apple performance issues
* ggml : remove adding extra dim timestep embedding
This commit updates the ggml_timestep_embedding function to no longer
add an extra dimension when the specified dimension is odd.
The motivation for this change is that this introduces an unnecessary
dimension when the dimension is odd, which caused an issue in the
kernels which were not expecting this extra dimension and it resulted in
uninitialized memory for the second to last dimension.
* ggml-cuda : fix padding in timestep embedding kernel
This commit removes the zeroing out of the last dimension now that we
are not adding the extra padding dimension.
* ggml-metal : fix padding in timestep embedding kernel
This commit fixes the zero padding for odd dimensions in
the timestep embedding kernel
* ggml-opencl : fix padding in timestep embedding kernel
This commit fixes the zero padding for odd dimensions in
the timestep embedding kernel.
* ggml-sycl : fix padding in timestep embedding kernel
This commit fixes the zero padding for odd dimensions in
the timestep embedding kernel.
* ggml-vulkan : fix padding in timestep embedding kernel
This commit fixes the zero padding for odd dimensions in
the timestep embedding kernel.
* ggml-cpu : fix padding in timestep embedding function
This commit removes the zeroing out of the last dimension now that we
are not adding the extra padding dimension.
Use this to query register count for shader compiles on NVIDIA. Currently
this is only for performance debug, but it could eventually be used in some
heuristics like split_k.
* ggml-backend : add GGML_BACKEND_DEVICE_TYPE_IGPU device type
ggml-backend : add device id to device props
llama : only use iGPU devices if there are no GPU devices
llama : do not use multiple devices from different backends with the same device id
* vulkan: sort graph to allow more parallel execution
Add a backend proc to allow the backend to modify the graph. The
vulkan implementation looks at which nodes depend on each other
and greedily reorders them to group together nodes that don't
depend on each other. It only reorders the nodes, doesn't change
the contents of any of them.
With #15489, this reduces the number of synchronizations needed.
* call optimize_graph per-split
* ggml: allow casting between f32 and i32
* fix cuda
* add vulkan
* fix CPU non-cont
* add non-cont test case
* add note
* extend test number range
* correct note
* add cont version for vulkan
I think glslang will translate an access like x[i][1].z to
OpAccessChain ... x, i, 1, 2
OpLoad float16_t ...
rather than loading all of x[i] in a single OpLoad. Change the
code to explicitly load the vector/matrix.
* vulkan : update ggml_vk_instance_validation_ext_available
This commit updates ggml_vk_instance_validation_ext_available() to
check for VK_EXT_validation_features instead of
VK_KHR_portability_enumeration.
Based on how the returned boolean is used later in the code (to enable
both the validation layer and the VK_EXT_validation_features extension),
it appears the function may have been intended to check for the
validation layer features extension.
* remove try/catch
This was a left over from a previous iteration where I was explicitly
quering for a specific validation layer first, which would throw.
* update warning message about validation layers
* vulkan: use memory budget extension to read memory usage
* fix: formatting and names
* formatting
* fix: detect and cache memory budget extension availability on init
* fix: read `budgetprops.heapBudget` instead of `heap.size` when memory budget extension is available
* style: lints
* vulkan: Add Integer Dot Product mul_mat_vec shader for legacy quants
* vulkan: use subgroup operations for quantize_q8_1 shader
* vulkan: add q8_1_x4 type with 128-bit alignment, use in mul_mat_vecq shader
* vulkan: use q8_1_x4 blocks in mul_mmq shader
* vulkan: do 8 calculations per invocation instead of 32 in mul_mat_vecq, similar to mul_mat_vec
* vulkan: tune mul_mat_vecq performance for Intel
* vulkan: fix quantizing issue when tensor is not divisible by 128
* vulkan: adapt integer dot mmv to mmv small m optimization (#15355)
* vulkan: allow all subgroup modes for mmv and mmvq
* vulkan: use prealloc intermediate reuse for mmvq path
* vulkan: tune mmvq for Intel, AMD GCN and Nvidia RTX 3090
* vulkan: adapt mmv quantize_y path to conditional sync logic
* vulkan: disable q8_0 mmvq on Nvidia
* vulkan: enable q8_0 on Nvidia pre-turing
* fix prealloc sync condition
* fix llvmpipe subgroup 8 issue
* vulkan: mul_mat_id coopmat2 optimizations
Add a path for when the tile fits in BN/2, similar to what we have for mul_mat.
Only call fetch_scales/store_scales once per QUANT_K block, and once at the
beginning in case start_k is not aligned.
* Also add a path for BN/4 - worth a couple more percent