157 lines
4.5 KiB
Plaintext
157 lines
4.5 KiB
Plaintext
#version 450
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#extension GL_EXT_control_flow_attributes : enable
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#extension GL_EXT_shader_16bit_storage : require
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#if USE_SUBGROUP_ADD
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#endif
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#define FLOAT_TYPE float
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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#include "mul_mat_vec_iface.glsl"
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layout(constant_id = 0) const int BLOCK_SIZE = 32;
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// gqa_ratio is in the range [1,8]
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layout(constant_id = 1) const uint gqa_ratio = 1;
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layout (push_constant) uniform parameter
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{
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uint ncols_x;
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uint nrows_x;
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uint nchannels_x;
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uint nchannels_y;
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uint b_offset;
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uint d_offset;
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uint fusion_flags;
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} p;
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#if !USE_SUBGROUP_ADD
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shared FLOAT_TYPE tmp[8][BLOCK_SIZE];
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#endif
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void main() {
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const uint tid = gl_LocalInvocationID.x;
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const uint row_x = gl_GlobalInvocationID.y;
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uint channel, channel_x;
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// When gqa_ratio > 1, each invocation does multiple rows.
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// The row in the A matrix is starting from channel / gqa_ratio and the
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// rows in the B matrix are [channel, channel+gqa_ratio).
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// When gpa_ratio is 1, each invocation does one row.
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if (gqa_ratio > 1) {
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channel_x = gl_GlobalInvocationID.z;
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channel = channel_x * gqa_ratio;
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} else {
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channel = gl_GlobalInvocationID.z;
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channel_x = channel / (p.nchannels_y / p.nchannels_x);;
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}
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const uint nrows_y = p.ncols_x;
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const uint nrows_dst = p.nrows_x;
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const uint row_dst = row_x;
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FLOAT_TYPE temp[8];
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[[unroll]] for (uint i = 0; i < 8; ++i) {
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temp[i] = FLOAT_TYPE(0.0f);
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}
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// Detect alignment for vector loads
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bool is_aligned = (p.ncols_x % 4) == 0 && (p.nchannels_x % 4) == 0 && (nrows_y % 4) == 0;
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for (uint col_x0 = 0; col_x0 < p.ncols_x; col_x0 += BLOCK_SIZE) {
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// Use vec4 loads if aligned
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if (col_x0 + 4*BLOCK_SIZE <= p.ncols_x && is_aligned) {
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uint col_x = col_x0 + 4*tid;
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const uint row_y = col_x;
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// x is transposed and permuted
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const uint ix = row_x*p.nchannels_x*p.ncols_x + channel_x*p.ncols_x + col_x;
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const vec4 av4 = vec4(data_a_v4[ix / 4]);
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[[unroll]] for (uint c = 0; c < gqa_ratio; ++c) {
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// y is not transposed but permuted
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const uint iy = (channel + c)*nrows_y + row_y;
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vec4 bv4 = data_b_v4[iy / 4];
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temp[c] += dot(av4, bv4);
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}
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col_x0 += 3*BLOCK_SIZE;
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} else {
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const uint col_x = col_x0 + tid;
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if (col_x >= p.ncols_x) {
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break;
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}
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// x is transposed and permuted
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const uint ix = row_x*p.nchannels_x*p.ncols_x + channel_x*p.ncols_x + col_x;
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const FLOAT_TYPE xi = FLOAT_TYPE(data_a[ix]);
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const uint row_y = col_x;
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[[unroll]] for (uint c = 0; c < gqa_ratio; ++c) {
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// y is not transposed but permuted
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const uint iy = (channel + c)*nrows_y + row_y;
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temp[c] = fma(xi, FLOAT_TYPE(data_b[iy]), temp[c]);
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}
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}
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}
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#if USE_SUBGROUP_ADD
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// reduce vec4 at a time
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vec4 t = vec4(temp[0], temp[1], temp[2], temp[3]);
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t = subgroupAdd(t);
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temp[0] = t[0];
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temp[1] = t[1];
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temp[2] = t[2];
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temp[3] = t[3];
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if (gqa_ratio > 4) {
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t = vec4(temp[4], temp[5], temp[6], temp[7]);
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t = subgroupAdd(t);
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temp[4] = t[0];
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temp[5] = t[1];
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temp[6] = t[2];
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temp[7] = t[3];
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}
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#else
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[[unroll]] for (uint c = 0; c < gqa_ratio; ++c) {
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tmp[c][tid] = temp[c];
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}
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// sum up partial sums and write back result
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barrier();
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[[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
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if (tid < s) {
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[[unroll]] for (uint c = 0; c < gqa_ratio; ++c) {
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temp[c] += tmp[c][tid + s];
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tmp[c][tid] = temp[c];
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}
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}
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barrier();
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}
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[[unroll]] for (uint c = 0; c < gqa_ratio; ++c) {
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temp[c] = tmp[c][tid];
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}
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#endif
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if (tid == 0) {
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[[unroll]] for (uint c = 0; c < gqa_ratio; ++c) {
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// dst is not transposed and not permuted
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const uint idst = (channel + c)*nrows_dst + row_dst;
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if ((p.fusion_flags & MAT_VEC_FUSION_FLAGS_BIAS0) != 0) {
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temp[c] += FLOAT_TYPE(data_fuse0[idst]);
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}
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if ((p.fusion_flags & MAT_VEC_FUSION_FLAGS_BIAS1) != 0) {
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temp[c] += FLOAT_TYPE(data_fuse1[idst]);
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}
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data_d[idst] = temp[c];
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}
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}
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}
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