Commit Graph

23 Commits

Author SHA1 Message Date
Jeff Bolz 3ea5360c00 vulkan: fix data race in mul_mat_id shader (#19790) 2026-02-24 07:43:12 +01:00
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 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
Jeff Bolz c9ced4910b vulkan: preprocess mul_mat_id experts and discard workgroups more quickly (#18352)
Run a preprocess to count how many times each expert is used, and use this to
quickly discard workgroups that aren't needed.
2025-12-26 16:12:58 -06:00
Jeff Bolz 7ac8902133 vulkan: optimize decodeFuncB in coopmat2 mul_mat_id shader (#18349)
* 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.
2025-12-26 18:15:50 +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

---------

Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-10-04 11:42:56 +02:00
Jeff Bolz 1384abf8b8 vulkan: handle mat_mul with A matrix > 4GB (#16176)
* vulkan: handle mat_mul with A matrix > 4GB

This change splits mat_mul operations with huge A matrix into chunks in the M
dimension. This works well for stable-diffusion use cases where the im2col
matrix has very large M.

Fix the order of setting the stride in mul_mm_cm2 - setting the dimension
clobbers the stride, so stride should be set after.

* build fixes
2025-09-27 20:36:34 -05:00
Jeff Bolz 35a42edac8 vulkan: add missing clamps in new mul_mat_id paths (#15702)
This is a missing interaction between #15546 and #15652
2025-09-01 21:01:10 +02:00
Jeff Bolz c37052ab4d vulkan: mul_mat_id coopmat2 optimizations (#15546)
* vulkan: mul_mat_id coopmat2 optimizations

Add a path for when the tile fits in BN/2, similar to what we have for mul_mat.

Only call fetch_scales/store_scales once per QUANT_K block, and once at the
beginning in case start_k is not aligned.

* Also add a path for BN/4 - worth a couple more percent
2025-08-31 09:06:43 +02:00
Jeff Bolz 94e82c7ead vulkan: clamp matmul and FA results to the max finite value (#15652)
* vulkan: clamp matmul and FA results to the max finite value

* only clamp for fp16
2025-08-31 08:27:57 +02:00
Jeff Bolz 34bdbbd7c2 vulkan: Remove splitting for mul_mat_id (#15568)
row_ids only needs to hold the BN rows for the current tile.
2025-08-26 06:42:44 +02:00
Jeff Bolz 330c3d2d21 vulkan: optimize mul_mat_id loading row ids into shared memory (#15427)
- Spread the work across the whole workgroup. Using more threads seems to
far outweigh the synchronization overhead.
- Specialize the code for when the division is by a power of two.
2025-08-23 08:31:54 +02:00
Jeff Bolz 98197e5c98 vulkan: optimizations for deepseek prompt processing (#14555)
* vulkan: allow unclamped loads in coopmat2 mul_mat_id shader

* vulkan: increase coopmat2 mul_mat_id tile size

* vulkan: optimize mat_mul_id row_ids search to batch loads, and port to coopmat1 path

* vulkan: use smaller FA row size when head size is large. applies to both scalar and CM2 paths (CM1 isn't used due to shared memory limits)
2025-07-12 11:51:58 +02:00
Jeff Bolz 02115dcd9a vulkan: Allow up to 4096 elements for mul_mat_id row_ids (#13326)
This assert fired running Qwen_Qwen3-30B-A3B-Q2_K.gguf:

GGML_ASSERT(nei0 * nei1 <= 3072);

The tensor is 8 x 512. Increase this array size to accommodate.
2025-05-09 09:23:41 +02:00
Jeff Bolz 79f26e9e12 vulkan: Add bfloat16 support (#12554)
* vulkan: Add bfloat16 support

This adds bfloat16 matrix multiply support based on VK_KHR_shader_bfloat16.
The extension is required for coopmat multiply support, but matrix-vector
multiply trivially promotes bf16 to fp32 and doesn't require the extension.
The copy/get_rows shaders also don't require the extension.

It's probably possible to fall back to non-coopmat and promote to fp32 when
the extension isn't supported, but this change doesn't do that.

The coopmat support also requires a glslc that supports the extension, which
currently requires a custom build.

* vulkan: Support bf16 tensors without the bf16 extension or coopmat support

Compile a variant of the scalar mul_mm shader that will promote the bf16
values to float, and use that when either the bf16 extension or the coopmat
extensions aren't available.

* vulkan: bfloat16 fixes (really works without bfloat16 support now)

* vulkan: fix spirv-val failure and reenable -O
2025-05-01 20:49:39 +02:00
Jeff Bolz 0090950f67 vulkan: In coopmat2 mmq, load q4_k/q5_k scales through shared memory (#12833)
q4_k and q5_k had a lot of redundant global loads where the same 16B of
scale information is repeatedly loaded and decoded during each loop iteration.
This change restructures the loops to more explicitly iterate over whole
blocks in the outer loop (with unrolled inner loop) and to copy/decode the
scale data into shared memory once at the start of each outer loop. The copy
is pipelined so the scale load from global memory is relatively cheap.

This improves q4_k/q5_k model prompt processing performance by around 5-7%.
I briefly tried applying this to q6_k and q4_0, and it didn't help for q6_k
and hurt for q4_0.

The big "else" path in mul_mm_cm2.comp that had all the clamped/unclamped
variants isn't used as often as it originally was (e.g. due to the padded_N
change), so I trimmed it down to offset some of the new complexity of the
semi-manual loop unrolling.
2025-04-09 07:25:08 +02:00
Jeff Bolz 484a8ab513 vulkan: Add N/2 and N/4 optimized paths in coopmat2 shader (#12312) 2025-03-17 09:26:18 -05:00
Jeff Bolz 891c63956d vulkan: Pad N dimension of B matrix for coopmat2 perf, to avoid bounds checking (#12273)
* vulkan: Pad N dimension of B matrix for coopmat2 perf, to avoid bounds checking
2025-03-17 10:41:59 +01:00
Rémy O fc1b0d0936 vulkan: initial support for IQ1_S and IQ1_M quantizations (#11528)
* vulkan: initial support for IQ1_S and IQ1_M quantizations

* vulkan: define MMV kernels for IQ1 quantizations

* devops: increase timeout of Vulkan tests again

* vulkan: simplify ifdef for init_iq_shmem
2025-02-15 09:01:40 +01:00
Rémy O 8a7e3bf17a vulkan: initial support for IQ4_XS quantization (#11501) 2025-02-06 07:09:59 +01:00
Rémy Oudompheng 66ee4f297c vulkan: implement initial support for IQ2 and IQ3 quantizations (#11360)
* vulkan: initial support for IQ3_S

* vulkan: initial support for IQ3_XXS

* vulkan: initial support for IQ2_XXS

* vulkan: initial support for IQ2_XS

* vulkan: optimize Q3_K by removing branches

* vulkan: implement dequantize variants for coopmat2

* vulkan: initial support for IQ2_S

* vulkan: vertically realign code

* port failing dequant callbacks from mul_mm

* Fix array length mismatches

* vulkan: avoid using workgroup size before it is referenced

* tests: increase timeout for Vulkan llvmpipe backend

---------

Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-01-29 18:29:39 +01:00
Jeff Bolz aea8ddd516 vulkan: fix coopmat2 validation failures (#11284)
mul mat and flash attention shaders were loading f32 types directly into
A/B matrices, which happens to work but is technically invalid usage.
For FA, we can load it as an Accumulator matrix and convert and this
is not in the inner loop and is cheap enough. For mul mat, it's more
efficient to do this conversion in a separate pass and have the input(s)
be f16.

coopmat2 requires SPIR-V 1.6 (related using to LocalSizeId). LocalSizeId
requires maintenance4 be enabled, and SPIR-V 1.6 requires Vulkan 1.3.
2025-01-20 10:38:32 -06:00
Jeff Bolz c9c6e01dae vulkan: Add VK_NV_cooperative_matrix2 support for mul_mat and flash attention (#10206) 2024-12-05 20:15:05 +01:00