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llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_q4_k.comp
Eve adc5dd92e8 vulkan: scale caching for k quants + misc fixes (#11081)
* q6_k scale caching

* 16 bit unpack

* q4_k test (slow)

* revert it

* q3_k

* q2_k

* little stuff

* try precalculating products of a and q2_k scales

* Revert "try precalculating products of a and q2_k scales"

This reverts commit 65110b81f23f66331a50c6e889a7c1ab9470a86b.

* unpack should be u16, add vim swap to gitignore (about time)

* better q4_k scales

* q5_k

* better q6_k with separate paths for all threads and partial threads in use, plus some more optimizations

* q2_k better dequant

* q3_k optimizations

* q3_k use hmask simd from cpu avx version

* make the caches happy

* q3_k separate out calculation

* q2_k separate out

* little stuff

* use calc_superblock everywhere

* q2_k optimize scale calculation

* more barriers
2025-01-15 19:50:13 +00:00

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#version 450
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
#include "mul_mat_vec_base.comp"
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];
void calc_superblock(const uint a_offset, const uint b_offset, const uint v_im, const uint q_offset, const uint y_offset, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) {
const uint y1_idx = i * QUANT_K + y_offset;
const uint y2_idx = y1_idx + 128;
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
const uint ib0 = a_offset / QUANT_K + (first_row+n)*num_blocks_per_row;
vec2 d = vec2(data_a[ib0 + i].d);
const FLOAT_TYPE dall = FLOAT_TYPE(d.x);
const FLOAT_TYPE dmin = FLOAT_TYPE(d.y);
const uint32_t scale0_u32 = data_a_packed16[ib0 + i].scales[v_im ];
const uint32_t scale4_u32 = data_a_packed16[ib0 + i].scales[v_im + 2];
const uint32_t scale8_u32 = data_a_packed16[ib0 + i].scales[v_im + 4];
const uint32_t scale_0_4_l = (scale4_u32 << 16) | scale0_u32;
const uint32_t scale_0_4_h = (scale_0_4_l & 0xC0C0C0C0) >> 2;
const vec4 scale_0_4_l_f = vec4(unpack8(scale_0_4_l & 0x3F3F3F3F));
const vec4 scale8_f = vec4(unpack8((((scale8_u32 << 12) | scale8_u32) & 0x0F0F0F0F) | scale_0_4_h));
const FLOAT_TYPE sc0 = scale_0_4_l_f.x;
const FLOAT_TYPE sc1 = scale_0_4_l_f.y;
const FLOAT_TYPE sc2 = scale_0_4_l_f.z;
const FLOAT_TYPE sc3 = scale_0_4_l_f.w;
const FLOAT_TYPE sc4 = scale8_f.x;
const FLOAT_TYPE sc5 = scale8_f.y;
const FLOAT_TYPE sc6 = scale8_f.z;
const FLOAT_TYPE sc7 = scale8_f.w;
const uint32_t qs0_u32 = data_a_packed32[ib0 + i].qs[q_offset / 4];
const uint32_t qs64_u32 = data_a_packed32[ib0 + i].qs[q_offset / 4 + 16];
const uint32_t qs0_u32_lo4 = qs0_u32 & 0x0F0F0F0F;
const uint32_t qs0_u32_hi4 = (qs0_u32 >> 4) & 0x0F0F0F0F;
const uint32_t qs64_u32_lo4 = qs64_u32 & 0x0F0F0F0F;
const uint32_t qs64_u32_hi4 = (qs64_u32 >> 4) & 0x0F0F0F0F;
const vec4 qs0_lo4 = vec4(unpack8(qs0_u32_lo4));
const vec4 qs64_lo4 = vec4(unpack8(qs64_u32_lo4));
const vec4 qs0_hi4 = vec4(unpack8(qs0_u32_hi4));
const vec4 qs64_hi4 = vec4(unpack8(qs64_u32_hi4));
const FLOAT_TYPE q4_0 = qs0_lo4.x;
const FLOAT_TYPE q4_1 = qs0_lo4.y;
const FLOAT_TYPE q4_2 = qs0_lo4.z;
const FLOAT_TYPE q4_3 = qs0_lo4.w;
const FLOAT_TYPE q4_4 = qs0_hi4.x;
const FLOAT_TYPE q4_5 = qs0_hi4.y;
const FLOAT_TYPE q4_6 = qs0_hi4.z;
const FLOAT_TYPE q4_7 = qs0_hi4.w;
const FLOAT_TYPE q4_8 = qs64_lo4.x;
const FLOAT_TYPE q4_9 = qs64_lo4.y;
const FLOAT_TYPE q4_10 = qs64_lo4.z;
const FLOAT_TYPE q4_11 = qs64_lo4.w;
const FLOAT_TYPE q4_12 = qs64_hi4.x;
const FLOAT_TYPE q4_13 = qs64_hi4.y;
const FLOAT_TYPE q4_14 = qs64_hi4.z;
const FLOAT_TYPE q4_15 = qs64_hi4.w;
[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
vec4 by10 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y1_idx) / 4 ]);
vec4 by132 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y1_idx) / 4 + 8]);
vec4 by20 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y2_idx) / 4 ]);
vec4 by232 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + y2_idx) / 4 + 8]);
const FLOAT_TYPE sx = fma(FLOAT_TYPE(by10.x), q4_0, fma(FLOAT_TYPE(by10.y), q4_1, fma(FLOAT_TYPE(by10.z), q4_2, FLOAT_TYPE(by10.w) * q4_3)));
const FLOAT_TYPE sy = fma(FLOAT_TYPE(by132.x), q4_4, fma(FLOAT_TYPE(by132.y), q4_5, fma(FLOAT_TYPE(by132.z), q4_6, FLOAT_TYPE(by132.w) * q4_7)));
const FLOAT_TYPE sz = fma(FLOAT_TYPE(by20.x), q4_8, fma(FLOAT_TYPE(by20.y), q4_9, fma(FLOAT_TYPE(by20.z), q4_10, FLOAT_TYPE(by20.w) * q4_11)));
const FLOAT_TYPE sw = fma(FLOAT_TYPE(by232.x), q4_12, fma(FLOAT_TYPE(by232.y), q4_13, fma(FLOAT_TYPE(by232.z), q4_14, FLOAT_TYPE(by232.w) * q4_15)));
const FLOAT_TYPE smin =
fma(FLOAT_TYPE(by10.x), sc2, fma(FLOAT_TYPE(by132.x), sc3, fma(FLOAT_TYPE(by20.x), sc6, fma(FLOAT_TYPE(by232.x), sc7,
fma(FLOAT_TYPE(by10.y), sc2, fma(FLOAT_TYPE(by132.y), sc3, fma(FLOAT_TYPE(by20.y), sc6, fma(FLOAT_TYPE(by232.y), sc7,
fma(FLOAT_TYPE(by10.z), sc2, fma(FLOAT_TYPE(by132.z), sc3, fma(FLOAT_TYPE(by20.z), sc6, fma(FLOAT_TYPE(by232.z), sc7,
fma(FLOAT_TYPE(by10.w), sc2, fma(FLOAT_TYPE(by132.w), sc3, fma(FLOAT_TYPE(by20.w), sc6, FLOAT_TYPE(by232.w) * sc7)))))))))))))));
temp[j][n] = fma(dall, fma(sx, sc0, fma(sy, sc1, fma(sz, sc4, sw * sc5))), fma(-dmin, smin, temp[j][n]));
}
}
}
void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
uint a_offset, b_offset, d_offset;
get_offsets(a_offset, b_offset, d_offset);
const uint num_blocks_per_row = p.ncols / QUANT_K;
// 16 threads are used to process each block
const uint it_size = gl_WorkGroupSize.x/16;
const uint tid = gl_LocalInvocationID.x;
const uint itid = tid%16; // 0...15
const uint ix = tid/16;
const uint il = itid/4; // 0...3
const uint ir = itid - 4*il; // 0...3
const uint n = 4;
const uint v_im = il / 2; // 0 or 1. 0 computes 0,32 + 128,160, 1 computes 64,96 + 192,224
const uint v_in = il % 2;
const uint l0 = n * (2 * ir + v_in); // 0...15
const uint q_offset = 32*v_im + l0;
const uint y_offset = 64*v_im + l0;
[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
[[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
temp[j][i] = FLOAT_TYPE(0);
}
}
[[unroll]] for (uint i = ix; i < num_blocks_per_row; i += it_size)
calc_superblock(a_offset, b_offset, v_im, q_offset, y_offset, i, num_blocks_per_row, first_row, num_rows);
reduce_result(temp, d_offset, first_row, num_rows, tid);
}
void main() {
const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
// do NUM_ROWS at a time, unless there aren't enough remaining rows
if (first_row + NUM_ROWS <= p.stride_d) {
compute_outputs(first_row, NUM_ROWS);
} else {
if (first_row >= p.stride_d) {
return;
}
compute_outputs(first_row, p.stride_d - first_row);
}
}