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| author | Mitja Felicijan <mitja.felicijan@gmail.com> | 2026-02-12 20:57:17 +0100 |
|---|---|---|
| committer | Mitja Felicijan <mitja.felicijan@gmail.com> | 2026-02-12 20:57:17 +0100 |
| commit | b333b06772c89d96aacb5490d6a219fba7c09cc6 (patch) | |
| tree | 211df60083a5946baa2ed61d33d8121b7e251b06 /llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq2_xs.comp | |
| download | llmnpc-b333b06772c89d96aacb5490d6a219fba7c09cc6.tar.gz | |
Engage!
Diffstat (limited to 'llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq2_xs.comp')
| -rw-r--r-- | llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq2_xs.comp | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq2_xs.comp b/llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq2_xs.comp new file mode 100644 index 0000000..d8dafe5 --- /dev/null +++ b/llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/mul_mat_vec_iq2_xs.comp @@ -0,0 +1,105 @@ +#version 450 +#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require + +#include "mul_mat_vec_base.glsl" + +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 itid, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) { + const uint y_idx = i * QUANT_K + 16 * itid; + const uint nibble_shift = 4 * (itid & 1); + const uint ib32 = itid / 2; // 0..7 + uint ibi = a_offset + first_row * num_blocks_per_row + i; + // Precompute db multiplication factors + float db_vals[NUM_ROWS]; + [[unroll]] for (uint n = 0; n < num_rows; ++n) { + const float d = float(data_a[ibi].d); + const uint scale_raw = data_a[ibi].scales[ib32]; + const uint scale = (scale_raw >> nibble_shift) & 0xF; + // Merge constant calculations d * (0.5 + scale) * 0.25 = d*0.125 + d*scale*0.25 + db_vals[n] = d * (0.125f + float(scale) * 0.25f); + ibi += num_blocks_per_row; + } + ibi = a_offset + first_row * num_blocks_per_row + i; + [[unroll]] for (uint n = 0; n < num_rows; ++n) { + // Preload grid and sign data for all l values + vec4 grid0_vals[2], grid1_vals[2]; + uint sign_vals[2], sign7_vals[2]; + [[unroll]] for (uint l = 0; l < 2; ++l) { + const uint qs = data_a[ibi].qs[2 * itid + l]; + sign_vals[l] = qs >> 9; + sign7_vals[l] = bitCount(sign_vals[l]); + const uvec2 grid_data = iq2xs_grid[qs & 511]; + grid0_vals[l] = vec4(unpack8(grid_data.x)); + grid1_vals[l] = vec4(unpack8(grid_data.y)); + } + // Preload B data for all j columns (reduce repeated index calculations) + [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) { + FLOAT_TYPE sum = FLOAT_TYPE(0.0); + [[unroll]] for (uint l = 0; l < 2; ++l) { + const uint sign = sign_vals[l]; + const uint sign7 = sign7_vals[l]; + const vec4 grid0 = grid0_vals[l]; + const vec4 grid1 = grid1_vals[l]; + // Precompute indices + const uint b_idx = (j * p.batch_stride_b + b_offset + y_idx) / 4 + 2 * l; + const vec4 b0 = vec4(data_b_v4[b_idx + 0]); + const vec4 b4 = vec4(data_b_v4[b_idx + 1]); + sum += + fma(FLOAT_TYPE(b0.x), FLOAT_TYPE((sign & 1) != 0 ? -grid0.x : grid0.x), + fma(FLOAT_TYPE(b0.y), FLOAT_TYPE((sign & 2) != 0 ? -grid0.y : grid0.y), + fma(FLOAT_TYPE(b0.z), FLOAT_TYPE((sign & 4) != 0 ? -grid0.z : grid0.z), + fma(FLOAT_TYPE(b0.w), FLOAT_TYPE((sign & 8) != 0 ? -grid0.w : grid0.w), + fma(FLOAT_TYPE(b4.x), FLOAT_TYPE((sign & 16) != 0 ? -grid1.x : grid1.x), + fma(FLOAT_TYPE(b4.y), FLOAT_TYPE((sign & 32) != 0 ? -grid1.y : grid1.y), + fma(FLOAT_TYPE(b4.z), FLOAT_TYPE((sign & 64) != 0 ? -grid1.z : grid1.z), + fma(FLOAT_TYPE(b4.w), FLOAT_TYPE((sign7 & 1) != 0 ? -grid1.w : grid1.w), + FLOAT_TYPE(0.0))))))))); + } + temp[j][n] = fma(FLOAT_TYPE(db_vals[n]), sum, temp[j][n]); + } + ibi += num_blocks_per_row; + } +} + +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 blocks_per_wg = gl_WorkGroupSize.x/16; + const uint tid = gl_LocalInvocationID.x; + const uint itid = tid % 16; // 0...15 + const uint ix = tid / 16; + + [[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 += blocks_per_wg) + calc_superblock(a_offset, b_offset, itid, 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); + + init_iq_shmem(gl_WorkGroupSize); + + // 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); + } +} |
