* vulkan: perf_logger improvements
- Move perf_logger from device to ctx.
- Add an env var to control the frequency we dump the stats. If you set a very
large value, it just dumps when the ctx is destroyed.
- Add a fusion info string to the tracking, only log one item per fused op.
- Fix MUL_MAT_ID flops calculation.
* fix vector sizes
* 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>
The MoE models have a mul_mat_vec with very small m (32, 64, 128) right before
the topk_moe selection. Running multiple rows per wg doesn't utilize the SMs
well. I think even for larger m, f32 is so bandwidth-limited that running
multiple rows doesn't help.
* 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.
* Adjust to pytorch
* Add antialiasing upscale
* Increase number of patches to 1024
* Handle default marker insertion for LFM2
* Switch to flag
* Reformat
* Cuda implementation of antialias kernel
* Change placement in ops.cpp
* consistent float literals
* Pad only for LFM2
* Address PR feedback
* Rollback default marker placement changes
* Fallback to CPU implementation for antialias implementation of upscale
* 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: change graph_compute to be async and enable get_tensor_async
This allows some additional CPU/GPU overlap for large pp workloads. Also seems
to help a bit for token gen, maybe getting rid of a small bubble between
graph_compute and get_tensor.
Async set and copy functions seem to be very rarely used, so I didn't enable
them because I didn't have a good way to test them.
The async commands need to be ordered against each other, so put them all on
the compute queue. The non-async commands still use the transfer queue.
The fence for graph_compute/get_tensor_async is submitted and waited on in
ggml_vk_synchronize.
* fix thread safety errors
* teardown context cleanly
* Handle async read to non-pinned dst
* 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>
* vulkan : implement upscale with bicubic interpolation
* cuda : implement upscale with bicubic interpolation
* tests : add ggml_interpolate with GGML_SCALE_MODE_BICUBIC to backend tests
* adapt OpenCL backend to not support the OP in that case so tests don't fail
* print scale mode & flags in test-backend-ops
* vulkan: use all device-local heaps for memory availability reporting
Co-authored-by: Giuseppe Scrivano <gscrivan@redhat.com>
* use all available heaps for iGPU memory reporting
* Allow multiple memory types per buffer request for devices with split heaps
---------
Co-authored-by: Giuseppe Scrivano <gscrivan@redhat.com>
This change combines the rms_norm+mul and rope+view+set_rows fusions to
allow fusing the whole sequence together. This comes up in Qwen3, Bailing,
and some other models.
The std::map pipeline_flash_attn_f32_f16 could be searched and inserted at the
same time, which needs to hold the lock. To be safe, hold the lock for all of
ggml_vk_load_shaders.
* vulkan: remove the need for the dryrun
Allocate pipelines and descriptor sets when requested.
Reallocate the prealloc buffers when needed, and flush any pending work
before reallocating.
For rms_partials and total_mul_mat_bytes, use the sizes computed the last time
the graph was executed.
* remove dryrun parameters
* vulkan: fuse mul_mat+add and mul_mat_id+add_id
The fusion is only applied for the mat-vec mul paths.
* Apply suggestions from code review
Co-authored-by: Sigbjørn Skjæret <sigbjorn.skjaeret@scala.com>
* fix 32b build
---------
Co-authored-by: Sigbjørn Skjæret <sigbjorn.skjaeret@scala.com>
* Experimenting crash fix
* added assert for aborting and fixed comment
* changed to check if a pipeline is empty or not
* Moved function in class definition
* replaced with is_empty
* Modified is_empty to check only unaligned pipelines
This pattern appears in a lot of models, the rope operation is applied right
before storing into the KV cache (usually on the K tensor).
Add a path to some of the rope shaders that computes the destination address
based on the set_rows tensor. Compile variants of the shader with D_TYPE of
f16 (the usual KV cache type).
Add a src3 operand to ggml_vk_op_f32 - sometimes rope uses three srcs and needs
the fourth for the row indices.
Add fused_ops_write_mask to indicate which intermediate tensors need to write
their results to memory. Skipping writing the roped K value helps to allow more
nodes to run concurrently.
Add logic to ggml_vk_graph_optimize to make ROPE+VIEW+SET_ROWS consecutive. It
rarely starts out that way in the graph.
Add new backend tests.
* vulkan: Update topk_moe fusion to handle gpt's late softmax
Based on #16649.
* Add ggml_check_edges
* Add sync logging to show fusion effects
* handle clamp added in #16655
* Update ggml/src/ggml-impl.h
Co-authored-by: Diego Devesa <slarengh@gmail.com>
* ggml : fix interpolate with align-corners and ne=1
* avoid division by zero if one of the spatial dimensions is 1
* cpu, cuda, opencl returned correct result anyway due to clamp
* vulkan didn't clamp for align-corners so results were broken
* fix clang warning
* fix: deduplicate and deprioritize Microsoft Direct3D12 vulkan devices from the `vulkan-dozen` driver
* style: indent
* fix: decrease priority
* fix: switch to `||`
ggml_vk_create_buffer_temp is not used anywhere, and it is the only
caller for ggml_vk_pool_malloc.
Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com>
* vulkan: implement SSM scan operation
Add State Space Model scan operation to the Vulkan backend.
Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com>
* vulkan: implement SSM conv operation
Add State Space Model conv operation to the Vulkan backend.
Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com>
---------
Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com>
* 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
This commit removes the portability_enumeration_ext variable from the
ggml_vk_instance_portability_enumeration_ext_available function as it
is initialized to false but never modified, making it redundant.
* vulkan: use subgroup function for mul_mat_id shader even without coopmat
* vulkan: fix compile warnings
* vulkan: properly check for subgroup size control and require full subgroups for subgroup mul_mat_id
* vulkan: disable subgroup mul_mat_id on devices with subgroups < 16
The scalar FA shader already handled multiples of 8. The coopmat1 FA
shader assumed 16x16x16 and the shared memory allocations need the HSK
dimensions padded to a multiple of 16. NVIDIA's coopmat2 implementation
requires multiples of 16 for N and K, and needs the matrix dimensions
padded and loads clamped.
Store the FA pipelines in a map, indexed by the pipeline state.
* vulkan: optimize rms_norm, and allow the work to spread across multiple SMs
There are really two parts to this change:
(1) Some optimizations similar to what we have in soft_max, to unroll with
different numbers of iterations.
(2) A fusion optimization where we detect add followed by rms_norm, and make
the add shader atomically accumulate the values^2 into memory. Then the
rms_norm shader can just load that sum. This allows the rms_norm to be
parallelized across multiple workgroups, it just becomes a simple per-element
multiply.
The fusion optimization is currently only applied when the rms_norm is on a
single vector. This previously always ran on a single SM. It could apply more
broadly, but when there are other dimensions the work can already spread across
SMs, and there would be some complexity to tracking multiple atomic sums.
* Change add+rms_norm optimization to write out an array of partial sums
rather than using atomic add, to make it deterministic. The rms_norm
shader fetches a subgroup's worth in parallel and uses subgroupAdd to
add them up.
* complete rebase against fused adds - multi_add shader can also compute partial sums
* fix validation errors
* disable add_rms_fusion for Intel due to possible driver bug
* resolve against #15489, sync after clearing partial sums
Track a list of nodes that need synchronization, and only sync if the new node
depends on them (or overwrites them). This allows some overlap which can
improve performance, and centralizes a big chunk of the synchronization logic.
The remaining synchronization logic involves writes to memory other than the
nodes, e.g. for dequantization or split_k. Each of these allocations has a bool
indicating whether they were in use and need to be synced. This should be
checked before they are written to, and set to true after they are done being
consumed.
* vulkan : support ggml_mean
* vulkan : support sum, sum_rows and mean with non-contiguous tensors
* vulkan : fix subbuffer size not accounting for misalign offset
* tests : add backend-op tests for non-contiguous sum_rows
* cuda : require contiguous src for SUM_ROWS, MEAN support
* sycl : require contiguous src for SUM, SUM_ROWS, ARGSORT support
* require ggml_contiguous_rows in supports_op and expect nb00=1 in the shader
- Spread the work across the whole workgroup. Using more threads seems to
far outweigh the synchronization overhead.
- Specialize the code for when the division is by a power of two.
* vulkan: Reuse conversion results in prealloc_y
Cache the pipeline and tensor that were most recently used to fill prealloc_y,
and skip the conversion if the current pipeline/tensor match.
* don't use shared pointer for prealloc_y_last_pipeline_used
* vulkan: Use larger workgroups for mul_mat_vec when M is small
Also use subgroup instructions for (part of) the reduction when supported.
Without this, the more expensive reductions would eat into the benefits of
the larger workgroups.
* update heuristic for amd/intel
Co-authored-by: 0cc4m <picard12@live.de>
---------
Co-authored-by: 0cc4m <picard12@live.de>