llama.cpp/kompute-shaders/op_mul_mv_q_n.comp

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void main() {
// NB: hack to make compatible with AMD GPUs that have a subgroup size of 64
if (gl_SubgroupInvocationID > 31)
return;
const uint nb = uint(pcs.ne00/BLOCKS_IN_QUANT);
const uint r0 = gl_WorkGroupID.x;
const uint r1 = gl_WorkGroupID.y;
const uint im = gl_WorkGroupID.z;
const uint first_row = (r0 * gl_NumSubgroups + gl_SubgroupID) * N_ROWS;
const uint i12 = im%pcs.ne12;
const uint i13 = im/pcs.ne12;
const uint offset0 = first_row * nb + (i12/pcs.r2)*(nb*pcs.ne01) + (i13/pcs.r3)*(nb*pcs.ne01*pcs.ne02);
const uint x = offset0; // Based from inA without base offset
const uint y = r1*uint(pcs.ne10)+im*pcs.ne00*pcs.ne1+pcs.inBOff; // Based from inB
float sumf[N_ROWS] = {0.0f, 0.0f, 0.0f, 0.0f};
const uint ix = gl_SubgroupInvocationID/2;
const uint il = (BLOCKS_IN_QUANT/4)*(gl_SubgroupInvocationID%2);
uint yb = y + ix * BLOCKS_IN_QUANT + il;
//debugPrintfEXT("gl_NumSubgroups=%d, gl_SubgroupID=%d, gl_SubgroupInvocationID=%d, glSubgroupSize=%d, gl_WorkGroupSize.x=%d, gl_WorkGroupSize.y=%d, gl_WorkGroupSize.z=%d\n",
// gl_NumSubgroups, gl_SubgroupID, gl_SubgroupInvocationID, gl_SubgroupSize,
// gl_WorkGroupSize.x, gl_WorkGroupSize.y, gl_WorkGroupSize.z);
for (uint ib = ix; ib < nb; ib += 16) {
for (int row = 0; row < N_ROWS; row++) {
const uint block_index = x + ib + row * nb;
sumf[row] += block_q_n_dot_y(block_index, yb, il);
}
yb += BLOCKS_IN_QUANT * 16;
}
for (int row = 0; row < N_ROWS; ++row) {
const float tot = subgroupAdd(sumf[row]);
if (first_row + row < pcs.ne01 && subgroupElect()) {
out_[r1*pcs.ne0 + im*pcs.ne0*pcs.ne1 + first_row + row + pcs.outOff] = tot;
}
}
}