mirror of
https://github.com/ggerganov/whisper.cpp.git
synced 2024-12-18 20:27:53 +00:00
vulkan: optimize and reenable split_k (llama/10637)
Use vector loads when possible in mul_mat_split_k_reduce. Use split_k when there aren't enough workgroups to fill the shaders.
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@ -165,6 +165,7 @@ struct vk_device_struct {
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vk_queue transfer_queue;
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bool single_queue;
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uint32_t subgroup_size;
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uint32_t shader_core_count;
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bool uma;
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size_t idx;
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@ -1498,7 +1499,7 @@ static void ggml_vk_load_shaders(vk_device& device) {
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ggml_vk_create_pipeline(device, device->pipeline_get_rows_f32[GGML_TYPE_Q8_0], "get_rows_q8_0_f32", get_rows_q8_0_f32_len, get_rows_q8_0_f32_data, "main", 3, sizeof(vk_op_binary_push_constants), {1024, 1, 1}, {}, 1);
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ggml_vk_create_pipeline(device, device->pipeline_get_rows_f32[GGML_TYPE_IQ4_NL], "get_rows_iq4_nl_f32", get_rows_iq4_nl_f32_len, get_rows_iq4_nl_f32_data, "main", 3, sizeof(vk_op_binary_push_constants), {1024, 1, 1}, {}, 1);
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ggml_vk_create_pipeline(device, device->pipeline_matmul_split_k_reduce, "split_k_reduce", split_k_reduce_len, split_k_reduce_data, "main", 2, 2 * sizeof(uint32_t), {256, 1, 1}, {}, 1);
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ggml_vk_create_pipeline(device, device->pipeline_matmul_split_k_reduce, "split_k_reduce", split_k_reduce_len, split_k_reduce_data, "main", 2, 2 * sizeof(uint32_t), {256 * 4, 1, 1}, {}, 1);
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ggml_vk_create_pipeline(device, device->pipeline_mul_mat_vec_p021_f16_f32, "mul_mat_vec_p021_f16_f32", mul_mat_vec_p021_f16_f32_len, mul_mat_vec_p021_f16_f32_data, "main", 3, 6 * sizeof(uint32_t), {1, 1, 1}, {}, 1);
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ggml_vk_create_pipeline(device, device->pipeline_mul_mat_vec_nc_f16_f32, "mul_mat_vec_nc_f16_f32", mul_mat_vec_nc_f16_f32_len, mul_mat_vec_nc_f16_f32_data, "main", 3, 7 * sizeof(uint32_t), {1, 1, 1}, {}, 1);
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@ -1610,11 +1611,14 @@ static vk_device ggml_vk_get_device(size_t idx) {
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const std::vector<vk::ExtensionProperties> ext_props = device->physical_device.enumerateDeviceExtensionProperties();
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bool maintenance4_support = false;
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bool sm_builtins = false;
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// Check if maintenance4 is supported
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for (const auto& properties : ext_props) {
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if (strcmp("VK_KHR_maintenance4", properties.extensionName) == 0) {
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maintenance4_support = true;
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} else if (strcmp("VK_NV_shader_sm_builtins", properties.extensionName) == 0) {
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sm_builtins = true;
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}
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}
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@ -1622,11 +1626,21 @@ static vk_device ggml_vk_get_device(size_t idx) {
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vk::PhysicalDeviceMaintenance3Properties props3;
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vk::PhysicalDeviceMaintenance4Properties props4;
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vk::PhysicalDeviceSubgroupProperties subgroup_props;
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vk::PhysicalDeviceShaderSMBuiltinsPropertiesNV sm_props;
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props2.pNext = &props3;
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props3.pNext = &subgroup_props;
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VkBaseOutStructure * last_struct = (VkBaseOutStructure *)&subgroup_props;
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if (maintenance4_support) {
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subgroup_props.pNext = &props4;
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last_struct->pNext = (VkBaseOutStructure *)&props4;
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last_struct = (VkBaseOutStructure *)&props4;
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}
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if (sm_builtins) {
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last_struct->pNext = (VkBaseOutStructure *)&sm_props;
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last_struct = (VkBaseOutStructure *)&sm_props;
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}
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device->physical_device.getProperties2(&props2);
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device->properties = props2.properties;
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@ -1643,6 +1657,11 @@ static vk_device ggml_vk_get_device(size_t idx) {
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device->vendor_id = device->properties.vendorID;
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device->subgroup_size = subgroup_props.subgroupSize;
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device->uma = device->properties.deviceType == vk::PhysicalDeviceType::eIntegratedGpu;
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if (sm_builtins) {
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device->shader_core_count = sm_props.shaderSMCount;
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} else {
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device->shader_core_count = 0;
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}
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bool fp16_storage = false;
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bool fp16_compute = false;
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@ -2732,15 +2751,25 @@ static void ggml_vk_buffer_memset(vk_buffer& dst, size_t offset, uint32_t c, siz
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dst->device->device.resetFences({ dst->device->fence });
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}
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static uint32_t ggml_vk_guess_split_k(int m, int n, int k) {
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static uint32_t ggml_vk_guess_split_k(ggml_backend_vk_context * ctx, int m, int n, int k, const vk_pipeline& pipeline) {
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VK_LOG_DEBUG("ggml_vk_guess_split_k(" << m << ", " << n << ", " << k << ")");
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// if (k > 128 && (m < 128 || n < 128) && m > 2 && n > 2) {
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// return 4;
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// }
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return 1;
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uint32_t split_k = 1;
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if (ctx->device->shader_core_count != 0 && m >= (int)pipeline->wg_denoms[0] && n >= (int)pipeline->wg_denoms[1]) {
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// If k is 'large' and the SMs will fill less than halfway, use split_k.
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uint32_t m_tiles = CEIL_DIV(m, pipeline->wg_denoms[0]);
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uint32_t n_tiles = CEIL_DIV(n, pipeline->wg_denoms[1]);
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if (k >= 2048 && m_tiles * n_tiles < ctx->device->shader_core_count / 2) {
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split_k = ctx->device->shader_core_count / (m_tiles * n_tiles);
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// Clamp to 2 or 4
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split_k = std::min(split_k, 4u);
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if (split_k == 3) {
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split_k = 2;
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}
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}
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}
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GGML_UNUSED(m); GGML_UNUSED(n); GGML_UNUSED(k);
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return split_k;
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}
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static vk_pipeline ggml_vk_guess_matmul_pipeline_amd(ggml_backend_vk_context * ctx, vk_matmul_pipeline& mmp, int m, int n, bool aligned) {
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@ -2964,10 +2993,10 @@ static void ggml_vk_mul_mat_q_f16(ggml_backend_vk_context * ctx, vk_context& sub
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const uint32_t kpad = ggml_vk_align_size(ne10, ggml_vk_guess_matmul_pipeline_align(ctx, mmp, ne01, ne11));
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const bool aligned = ne10 == kpad && ne01 > 8 && ne11 > 8;
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const uint32_t split_k = ggml_vk_guess_split_k(ne01, ne11, ne10);
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vk_pipeline pipeline = ggml_vk_guess_matmul_pipeline(ctx, mmp, ne01, ne11, aligned);
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const uint32_t split_k = ggml_vk_guess_split_k(ctx, ne01, ne11, ne10, pipeline);
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const uint64_t qx_sz = ggml_type_size(src0->type) * x_ne / ggml_blck_size(src0->type);
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const uint64_t qy_sz = ggml_type_size(src1->type) * y_ne / ggml_blck_size(src1->type);
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const uint64_t x_sz = !qx_needs_dequant ? qx_sz : sizeof(ggml_fp16_t) * x_ne;
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@ -2993,7 +3022,7 @@ static void ggml_vk_mul_mat_q_f16(ggml_backend_vk_context * ctx, vk_context& sub
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if (dryrun) {
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const uint64_t x_sz_upd = x_sz * ne02 * ne03;
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const uint64_t y_sz_upd = y_sz * ne12 * ne13;
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const uint64_t split_k_size = split_k > 1 ? d_sz * ne12 * ne13 * 4 : 0;
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const uint64_t split_k_size = split_k > 1 ? d_sz * ne12 * ne13 * split_k : 0;
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if (
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(qx_needs_dequant && x_sz_upd > ctx->device->max_memory_allocation_size) ||
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(qy_needs_dequant && y_sz_upd > ctx->device->max_memory_allocation_size) ||
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@ -5,7 +5,9 @@
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layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {float data_a[];};
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layout (binding = 0) readonly buffer A4 {vec4 data_a4[];};
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layout (binding = 1) writeonly buffer D {float data_d[];};
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layout (binding = 1) writeonly buffer D4 {vec4 data_d4[];};
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layout (push_constant) uniform parameter {
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uint ne;
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@ -13,17 +15,34 @@ layout (push_constant) uniform parameter {
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} p;
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void main() {
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const uint idx = gl_GlobalInvocationID.x;
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// Each invocation handles four consecutive components
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const uint idx = gl_GlobalInvocationID.x * 4;
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if (idx >= p.ne) {
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return;
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}
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float result = 0.0f;
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// Check if all four components are in bounds and aligned,
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// then use vector loads
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if (idx + 3 < p.ne && (p.ne % 4) == 0) {
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vec4 result = vec4(0.0f);
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[[unroll]] for (uint i = 0; i < p.k_num; i++) {
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result += data_a[i * p.ne + idx];
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[[unroll]] for (uint i = 0; i < p.k_num; i++) {
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result += data_a4[(i * p.ne + idx) / 4];
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}
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data_d4[idx / 4] = result;
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} else {
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[[unroll]] for (uint j = 0; j < 4; ++j) {
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if (idx + j < p.ne) {
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float result = 0.0f;
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[[unroll]] for (uint i = 0; i < p.k_num; i++) {
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result += data_a[i * p.ne + idx + j];
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}
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data_d[idx + j] = result;
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}
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}
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}
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data_d[idx] = result;
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}
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