* vulkan: Support Q2_0
The backend perf tests for mat-vec-mul weren't very good at first (worse than
q2_k), doubling the rows per workgroup made a big difference.
* reorder
* resolve merge conflict, adjust err threshold for f16->q2_0 set_rows
* vulkan/cpu: Support f16 as SET_ROWS src.
This adds full support for f16 SET_ROWS (equivalent to f32) to vulkan and CPU
backends, and adds more backend tests.
* Set DenormPreserve 16 when supported, to try to fix failures on Intel
* tune error threshold
* update metal supports_op
This uses the new VK_EXT_shader_ocp_microscaling_types extension to do fp4 type
promotions, and also uses the float8 extension to do ue4m3 promotions for
nvfp4. It's reasonable to assume that an implementation that supports fp4 will
also support fp8, so we don't need to handle all possible combinations of
support.
* vulkan: make SQR/SQRT/SIN/COS/CLAMP/LEAKY_RELU use unary.comp
* vulkan: make NORM support noncontig
* add noncontiguous row test cases for norm/l2_norm, handle this in the CPU backend and l2_norm.comp
* fix supports_op for cuda and webgpu
* vulkan: support non-contig unary/glu ops
Change unary/glu ops to pass in all strides and use fastdiv for the index
calculation. Put all unary ops in one file, similar to glu, to share the
code. codex went ahead and added expm1 without me asking, but I had to
make it do a real precision analysis rather than just making stuff up.
unary.comp initially couldn't use generic_unary_head because there wasn't
space for xielu's additional constants. Fixing this required packing the
fastdiv 'L' values.
* attempt to workaround compiler bug
* resolve conflict from #23991
* use expm1
This allows vec4 loads of the B elements. Also increase BK to 64 when this is
enabled. Neither of these alone is consistently faster, but together these give
a nice speedup.
In ggml-vulkan.cpp, we need to make sure the B matrix alignment and stride are
multiples of 4.
* vulkan: don't hold the device mutex while compiling pipelines
We need to hold a lock while we traverse all pipelines and lazily initialize
them, but we don't need to hold it while the pipeline is being compiled. And
it doesn't need to be the same lock as the device mutex. We call load_shaders
each time a pipeline is needed, so we only need to compile that one pipeline
(and, for example, don't want to end up compiling a pipeline that another
thread should be compiling).
* remove 'needed'
* vulkan: add CONV_SHAPE_64x128 for medium-K conv2d
* vulkan: skip conv2d bounds checks when shapes align with tile sizes
* vulkan: use WG_SIZE=128 for CONV_SHAPE_64x32 conv2d
* vulkan: stage cm2 conv2d accumulator through shmem before global store
* vulkan: add coopmat1 conv2d path
* fallback when using too much shared memory. clean up comments
* Require 16x16x16 and subgroup size 32 or 64
* check whether shared memory is sufficient before overwriting conv2d params with coopmat1 values
Create a pool of N threads that grab a chunk of up to 100 tests at a time to
iterate through. The number of tests at a time decreases as fewer remain.
Each thread uses its own dev and cpu backend, and set_n_threads_fn is not
called on the cpu backend.
Fix some TSAN issues that arose:
- In init_tensor_uniform, don't use static vector of generators.
- Replace gmtime with versions that don't use a global variable.
- Mutex calls to print_test_result.
- Use OpenMP to parallelize iq2xs_init_impl and iq3xs_init_impl.
- Move the OpenMP detection from ggml-cpu to ggml-base.
- Update OpenMP dependencies in ggml-config.cmake.in.
* vulkan: Support asymmetric FA in coopmat2 path
There has been some recent interest/experimentation with mixed quantization
types for FA. I had originally designed the cm2 FA shader with this in mind
(because I didn't realize it wasn't supported at the time!), this change
adds the missing pieces and enables it.
Also support Q1_0 since people have been trying that out (seems crazy, but
who knows).
We should be able to do similar things in the coopmat1/scalar path, but
there's another change open against the scalar path and I don't want to
conflict.
* reorder cases
* vulkan: Programmatically add RoundingModeRTE to all shaders when the device supports it
* use FetchContent to get SPIRV-Headers
* Fetch spirv-headers unconditionally
* remove fetchcontent, rely on installed headers
* fix ubuntu job
* Update docs/build.md
* vulkan: change gated_delta_net to shard a column across a subgroup
This is based on https://github.com/ggml-org/llama.cpp/pull/20391, I used an
LLM to port the CUDA code to Vulkan, and guided to it to make various fixes to
work with Vulkan (e.g. handling different subgroup sizes, unknown mapping of
subgroup to invocation id, using subgroupAdd optionally, etc.).
This fixes a perf regression from the transposing of the values in memory
(!20443).
* vulkan: Spread columns across fewer lanes to reduce the number of workgroups
* vulkan: Fix data races in coopmat1 mul_mat(_id)
Add barriers between coopmat store and regular loads. We sort of got away with
this because it was the same subgroup accessing the values, but it's still a
race and may not work.
* switch to subgroup control barriers
* vulkan: split mul_mat into multiple dispatches to avoid overflow
The batch dimensions can be greater than the max workgroup count limit,
in which case we need to split into multiple dispatches and pass the base
index through a push constant.
Fall back for the less common p021 and nc variants.
* address feedback
The cpu and cuda backends use fp16 for the VKQ accumulator type, this change
does the same for vulkan. This helps particularly with large head sizes which
are very register-limited.
I tried this for the coopmat1 path and it slowed down a bit. I didn't try for
scalar.
I applied the softmax bias that the cuda backend uses to avoid overflow,
although I was not able to reproduce the original bug without it.
Write out a 2-bit code per block and avoid loading the mask when it
matches these two common cases.
Apply this optimization when the mask is relatively large (i.e. prompt
processing).
* vulkan: Remove transfer_ctx, do everything in compute_ctx.
We had a bug where a set_tensor_async (using transfer_ctx) didn't get
submitted before the graph_compute (using compute_ctx) that came after
it. To avoid this sort of issue, just do everything in compute_ctx.
Remove transfer_cmd_pool, which was already unused.
* fix crash with perf logger
Change ggml_vk_mul_mat_vec_id_q_f16 to loop over the batch dimension and
update the indexing calculations in get_offsets.
Mat-vec is faster than mat-mat for small values of n. We don't get the same
reuse of the weights as in the non-ID path, but with this the cost is linear
in n rather than n>1 being far slower than n==1.
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: support buffer_from_host_ptr
* hacky use of buffer_from_host_ptr for directio
* disable buffer_from_host_ptr cap
* use external memory for ggml_vk_host_malloc, revert model loader changes
* disable external_memory_host for MoltenVK
* take buffer memory types into account
* don't use external_memory_host for ggml_vk_host_malloc
* 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.
The goal is to enable the async loading code paths in
llama_model_loader::load_all_data, originally from #7896. This works and the
loads themselves are faster, but with host visible vidmem I think the cost of
allocating/mapping vidmem moves and becomes more expensive, and I don't see a
benefit by default. But with GGML_VK_DISABLE_HOST_VISIBLE_VIDMEM=1 I do see a
significant improvement in model loading time.
I updated test_topk_moe to more closely match llm_graph_context::build_moe_ffn
and added coverage for exp_probs_b and some other missing combinations. This
exposed a bug in both CUDA and Vulkan backends where they were assuming the
input to argsort and the input to get_rows are the same. I'd like to optimize
this graph in another change, but for now just get it functional.
CUDA also had a bug where it got n_experts from the wrong place, leading to
GGML_ASSERT failures in some of the new tests.
This implements a variation of the perf logger where rather than timing each
operation individually with effectively a barrier in between, we put the
timing boundaries where we already synchronize and time the groups of work
that normally overlap. This can be useful to help understand whether
individual operations need to be optimized, or if the group is already running
efficiently.
GGML_VK_PERF_LOGGER_CONCURRENT=1 enables the new mode (when
GGML_VK_PERF_LOGGER is also set).
GGML_VK_SYNC_LOGGER=1 replaces the ENABLE_SYNC_LOGGING compile time switch.
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
* 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
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.
* 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.