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	vulkan: Dynamic subgroup size support for Q6_K mat_vec (#10536)
* subgroup 64 version with subgroup add. 15% faster scalable version tested for subgroup sizes 16-128 * check for subgroup multiple of 16 and greater than 16 * subgroup sizes are always a power of 2 (https://github.com/KhronosGroup/GLSL/issues/45) * force 16 sequential threads per block * make 16 subgroup size a constant
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		@@ -4,9 +4,11 @@
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#include "mul_mat_vec_base.comp"
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layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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shared FLOAT_TYPE tmp[32];
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layout (constant_id = 0) const uint BLOCK_SIZE = 32;
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shared FLOAT_TYPE tmp[BLOCK_SIZE];
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void main() {
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    const uint row = gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z;
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@@ -21,21 +23,19 @@ void main() {
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    const uint num_blocks_per_row = p.ncols / QUANT_K;
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    const uint ib0 = a_offset / QUANT_K + row*num_blocks_per_row;
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    const uint tid = gl_LocalInvocationID.x/K_QUANTS_PER_ITERATION;  // 0...31 or 0...16
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    const uint ix  = gl_LocalInvocationID.x%K_QUANTS_PER_ITERATION;  // 0 or 0, 1
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    // 16 threads are used to process each block
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    const uint it_size = gl_WorkGroupSize.x/16;
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    const uint tid = gl_LocalInvocationID.x;
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    const uint itid = tid%16;  // 0...16
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    const uint ix  = tid/16;
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    const uint step = 16/K_QUANTS_PER_ITERATION;            // 16 or 8
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    const uint step = 8;
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    const uint v_im = tid/step;                             // 0 or 1. 0 computes 0..., 1 computes 128...
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    const uint v_in = tid - step*v_im;                      // 0...15 or 0...7
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    const uint v_im = itid/step;                            // 0 or 1. 0 computes 0..., 1 computes 128...
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    const uint v_in = itid - step*v_im;                     // 0...15 or 0...7
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#if K_QUANTS_PER_ITERATION == 1
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    const uint l0 = v_in;                                   // 0...15
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    const uint is = 0;
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#else
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    const uint l0 = 4 * v_in;                               // 0, 4, 8, ..., 28
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    const uint is = v_in / 4;
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#endif
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    const uint ql_offset = 64*v_im + l0;
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    const uint qh_offset = 32*v_im + l0;
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@@ -44,7 +44,7 @@ void main() {
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    FLOAT_TYPE temp = FLOAT_TYPE(0.0); // partial sum for thread in warp
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    [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += K_QUANTS_PER_ITERATION) {
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    [[unroll]] for (uint i = ix; i < num_blocks_per_row; i += it_size) {
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        const uint y_idx   = i * QUANT_K + y_offset;
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        const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);
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@@ -95,10 +95,10 @@ void main() {
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    }
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    tmp[gl_LocalInvocationID.x] = temp;
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    // sum up partial sums and write back result
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    barrier();
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    [[unroll]] for (uint s = 16; s > 0; s >>= 1) {
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    [[unroll]] for (uint s = gl_WorkGroupSize.x/2; s > 0; s >>= 1) {
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        if (tid < s) {
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            tmp[tid] += tmp[tid + s];
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        }
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