The OOB calculation could be wrong if the last iteration was during one of
the unrolled loops. Adjust the unrolling counts to avoid this. Add a couple
new backend tests that hit this failure on NVIDIA GPUs.
* tests: add mul_mat perf/functional tests for p021/nc vulkan shaders
* vulkan: Optimize mul_mat_vec p021 and nc shaders.
These shaders are used in attention calculations, and when the KV cache grows
large they start to dominate the run time. For the nc shader (which is called
with large 'k' dimension), use unrolling and vector loads. For the p021 shader
(which is called with large 'm' and small 'k' dimensions), take advantage of
grouped query attention to reuse loads from the A matrix for the whole group,
and reduce the number of workgroups (too much overhead from tiny dispatches).
Using subgroupAdd in the p021 shader also helps, use that conditionally.
I've been seeing significantly worse performance for tg with flash attention
enabled vs disabled, and it seems to be related to the submit heuristic.
Change the heuristic to check how many bytes worth of weight matrix are
used and flush every 100MB, and ramp up after the first few submits.
This seems to resolve the issue, and also increases perf for non-FA a bit.
Now that we have batched mat-vec mul Vulkan shaders for up to n==8,
these tests weren't actually exercising the mat-mat mul path. Test
n==9 as well. Also, change to use all_types.
With robustbufferaccess disabled, this shader was showing OOB stores. There
is a bounds check in the code, but the workgrouop dimensions were reversed vs
CUDA and it was running the wrong number of threads. So fix the workgroup
dimensions and disable robustness for this pipeline.
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.
Add code similar to mul_mm_cm2 to force alignment of strides, to avoid
a performance regression.
Add noncontiguous FA tests in test-backend-ops.
Fixes#11268.
* vulkan: support copy from f32 to q4_0/q4_1/q5_0/q5_1/q8_0/iq4_nl
Shaders are based on cpy.cu.
* vulkan: support copy from q4_0/q4_1/q5_0/q5_1/q8_0/iq4_nl to f32
* ggml: copy q->f32 assumes some contiguity in the destination
Make the mul_mat_vec shaders support N>1 (as a spec constant, NUM_COLS) where
the batch_strides are overloaded to hold the row strides. Put the loads from the
B matrix in the innermost loop because it should cache better.
Share some code for reducing the result values to memory in mul_mat_vec_base.
* tests: Add im2col perf tests
* vulkan: optimize im2col, more elements per thread
* vulkan: increase small tile size for NV_coopmat2
* vulkan: change im2col to 512 elements per workgroup
Change the code to do 16b loads when possible and extract the appropriate
component late, so the code is effectively decoding a pair of elements and
then selecting one. This can allow more commoning to happen in the compiler
when neighboring elements are loaded.
Vulkan doesn't mandate a specific rounding mode, but the shader_float_controls
feature allows rounding mode to be requested if the implementation supports it.
There are some bugs in the 1.3.296 SDK, so disable this. It isn't strictly
necessary anyway.
Add missing dependency on vulkan-shaders-gen, so shaders get recompiled when it
changes.
Fix coopmat support reporting when glslc doesn't support NV_coopmat2.
This is an incremental improvement over #9118 to get work to the GPU a bit
sooner. The first part is to start with a smaller number of nodes before
the first submit, and ramp it up to the current 100 nodes/submit. The
second part is to reduce the dryrun overhead for all the nodes that just
need to request descriptor space.
With these changes I get around 1-2% speedup on RTX 4070 combined with my
old Haswell-era CPU.
There have been reports of failure to compile on systems with <= 32KB
of shared memory (e.g. #10037). This change makes the large tile size
fall back to a smaller size if necessary, and makes mul_mat_id fall
back to CPU if there's only 16KB of shared memory.
* vulkan: Use pipeline_robustness to disable robustness in mul_mat_vec.
Add some early returns for nonexistent rows in mul_mat_vec shaders. These
can only be hit when dispatching a 2D grid of workgroups. Fix the logic
for the 2D grid of workgroups to round up.
Enable the pipeline robustness extension if it's available, and use it to
disable robustness for these pipelines. The instructions to do the bounds
checking contend for the same ALU resources as the bit twiddling dequant
instructions.
* vulkan: Add GLSL structure aliases for quant types to allow larger loads
In Vulkan it's not possible to cast pointer types, so instead you have to
declare an aliased binding for the memory with a different type. This
commit adds aliases for the quant formats using 16b ints, and in a few
places where the struct size is a multiple of 4 also using 32b ints.
Currently only q4_k's aliases are used, but others will be used in
subsequent commits.
* vulkan: use larger loads in q5_k and q6_k shaders.
Similar to the optimization I did in q4_k recently, this vectorizes some loads
and reduces the number of bit twiddling instructions.
* vulkan: use larger K step per iteration in mul_mat_vec.
Add vec4 dequantization functions, and use them to do K=8 per iteration in
mul_mat_vec. This uses 16b loads for the quant values and 128b loads for B
which helps reduce the load on the memory system.
The K_PER_ITER==2 logic is still there, just for F16/F32, and really only
because they support unaligned sizes.
Tweak the num_iters/unrolling logic to be simpler and catch a couple missed
unrolling opportunities.
* vulkan: Optimize soft_max
Large soft_max could already saturate memory, but small/medium sizes were
pretty slow. The bulk of the gains for them comes from using a smaller
workgroup size, and making the workgroup size match the subgroup size also
makes the barriers much cheaper.
Cache some values in locals to avoid refetching/recomputing. And stamp
out a few "template instantiations" so smaller cases will fully unroll.
Add a missing early return for OOB rows. This happens when there are more
than 512 rows and the dispatch is 512 x H.
* vulkan: Further soft_max optimizations
Restore the workgroup size of 512 case, use it for >1024.
Use unrollable loops for more iteration counts.
Compute two result elements per workgroup (for Q{4,5}_{0,1}). This reuses
the B loads across the rows and also reuses some addressing calculations.
This required manually partially unrolling the loop, since the compiler
is less willing to unroll outer loops.
Add bounds-checking on the last iteration of the loop. I think this was at
least partly broken before.
Optimize the Q4_K shader to vectorize most loads and reduce the number of
bit twiddling instructions.
Reuse the index calculations across all of src0/src1/dst. Add a shader
variant for when src0/src1 are the same dimensions and additional modulus
for src1 aren't needed. Div/mod are slow, so add "fast" div/mod that
have a fast path when the calculation isn't needed or can be done more
cheaply.
* tests: Fix memory bandwidth calculation for perf tests
Add a flops calculation for flash attention.
Add one GGML_OP_CPY perf test.
* vulkan: Optimize contiguous copies
Add a variant of the copy shader for when the tensors are contiguous. Avoid
the complex addressing calculations, and do four elements per invocation
to hide some other overhead.
Apply similar changes to the scale shader, since scale is always contiguous.
Add a "progress bar" for shader compiles.
Fixes#9582
Spawning too many concurrent copies of glslc leads to "Failed to create pipes"
errors on Linux. This change applies the same throttling we use for
multithreaded pipeline creation.