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