Commit Graph

8 Commits

Author SHA1 Message Date
Jeff Bolz d0061be838 vulkan: split mul_mat into multiple dispatches to avoid overflow (#19509)
* 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
2026-02-18 10:47:10 +01:00
Jeff Bolz 50b7f076a5 vulkan: Use mul_mat_vec_id for small values of n (#18918)
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.
2026-01-21 16:22:02 +01:00
Jeff Bolz 2bbe4c2cf8 vulkan: Use VK_EXT_shader_64bit_indexing to handle large mat_mul(_id) (#18678)
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.
2026-01-12 12:32:13 +01:00
Ruben Ortlam 47a268ea50 Vulkan: MMVQ Integer Dot K-Quant and MUL_MAT_ID support (#16900)
* vulkan: split mul_mmq_funcs for mul_mat_vecq use

* add mxfp4 mmvq

* add q2_k mmvq

* add q3_k mmvq

* add q4_k and q5_k mmvq

* add q6_k mmvq

* handle 4x4 quants per mmvq thread

* enable MUL_MAT_ID mmvq support

* enable subgroup optimizations for mul_mat_vec_id shaders

* device tuning

* request prealloc_y sync after quantization

* fix indentation

* fix llvmpipe test failures

* fix mul_mat_id mmvq condition

* fix unused variable warning
2025-11-29 09:37:22 +01:00
Jeff Bolz 24dc769f1b vulkan: Fuse mul_mat_id+add_id+mul and mul_mat+add+add. (#17287)
These both show up in gpt-oss. Also, cleanup the mul_mat_vec fusion code a bit.
2025-11-15 19:54:23 +01:00
Jeff Bolz 80a6cf6347 vulkan: fuse mul_mat_id + mul (#17095)
* vulkan: fuse mul_mat_id + mul

This comes up in qwen3 moe.

* split mul_mat_id fusion tests into a separate class
2025-11-09 09:48:42 +01:00
Jeff Bolz 2e76e01360 vulkan: fuse mul_mat+add and mul_mat_id+add_id (#16868)
* vulkan: fuse mul_mat+add and mul_mat_id+add_id

The fusion is only applied for the mat-vec mul paths.

* Apply suggestions from code review

Co-authored-by: Sigbjørn Skjæret <sigbjorn.skjaeret@scala.com>

* fix 32b build

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Co-authored-by: Sigbjørn Skjæret <sigbjorn.skjaeret@scala.com>
2025-11-01 06:45:28 +01:00
Acly 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

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Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-10-04 11:42:56 +02:00