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ggml-org-llama-cpp-mirror/ggml/src/ggml-vulkan/vulkan-shaders/rms_norm.comp
T
AclyandJeff Bolz e29acf74fe vulkan : incremental shader builds (#16341)
* 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>
2025-10-04 11:42:56 +02:00

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#version 450
#include "generic_binary_head.glsl"
#include "types.glsl"
#extension GL_EXT_control_flow_attributes : enable
#define BLOCK_SIZE 512
layout (constant_id = 1) const bool do_multiply = false;
layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in;
shared FLOAT_TYPE sumsh[BLOCK_SIZE];
void rms_norm(uint num_iters) {
const uint ncols = p.ne00;
const uint nrows = gl_NumWorkGroups.x;
const uint nchannels = gl_NumWorkGroups.y;
const uint row = gl_WorkGroupID.x;
const uint channel = gl_WorkGroupID.y;
const uint samp = gl_WorkGroupID.z;
const uint tid = gl_LocalInvocationID.x;
const uint stride_row = p.nb01;
const uint stride_channel = p.nb02;
const uint stride_sample = p.nb03;
uint32_t a_offset = samp*stride_sample + channel*stride_channel + row*stride_row + get_aoffset();
uint32_t b_offset = src1_idx(0, row, channel, samp) + get_boffset();
uint32_t d_offset = ((samp*nchannels + channel)*nrows + row)*ncols + get_doffset();
FLOAT_TYPE sum = FLOAT_TYPE(0.0f); // partial sum for thread in warp
[[unroll]] for (uint col = tid, idx = 0; idx < num_iters; col += BLOCK_SIZE, ++idx) {
FLOAT_TYPE xi = FLOAT_TYPE(0);
if (col < ncols) {
xi = FLOAT_TYPE(data_a[a_offset + col]);
}
sum += xi * xi;
}
sumsh[tid] = sum;
// sum up partial sums and write back result
barrier();
[[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
if (tid < s) {
sum += sumsh[tid + s];
sumsh[tid] = sum;
}
barrier();
}
sum = sumsh[0];
const FLOAT_TYPE mean = sum / FLOAT_TYPE(ncols);
const FLOAT_TYPE scale = inversesqrt(mean + FLOAT_TYPE(p.param1));
if (do_multiply) {
if (ncols > p.ne10) {
[[unroll]] for (uint col = tid, idx = 0; idx < num_iters; col += BLOCK_SIZE, ++idx) {
if (col >= ncols) {
continue;
}
data_d[d_offset + col] = D_TYPE(scale * FLOAT_TYPE(data_a[a_offset + col]) * FLOAT_TYPE(data_b[b_offset + fastmod(col, p.ne10)]));
}
} else {
[[unroll]] for (uint col = tid, idx = 0; idx < num_iters; col += BLOCK_SIZE, ++idx) {
if (col >= ncols) {
continue;
}
data_d[d_offset + col] = D_TYPE(scale * FLOAT_TYPE(data_a[a_offset + col]) * FLOAT_TYPE(data_b[b_offset + col]));
}
}
} else {
[[unroll]] for (uint col = tid, idx = 0; idx < num_iters; col += BLOCK_SIZE, ++idx) {
if (col >= ncols) {
continue;
}
data_d[d_offset + col] = D_TYPE(scale * FLOAT_TYPE(data_a[a_offset + col]));
}
}
}
void main() {
// instantiate the rms_norm function for several different
// dimensions, to allow loop unrolling
uint num_blocks = (p.ne00 + BLOCK_SIZE - 1) / BLOCK_SIZE;
if (num_blocks > 32) {
rms_norm(num_blocks);
} else if (num_blocks > 16) {
rms_norm(32);
} else if (num_blocks > 8) {
rms_norm(16);
} else if (num_blocks > 4) {
rms_norm(8);
} else if (num_blocks == 4) {
rms_norm(4);
} else if (num_blocks == 3) {
rms_norm(3);
} else if (num_blocks == 2) {
rms_norm(2);
} else if (num_blocks == 1) {
rms_norm(1);
}
}