vulkan: Use VK_EXT_shader_64bit_indexing to handle large mat_mul(_id) (#18678)

This fixes incoherent output in Llama-4-Maverick-17B-128E-PAB-Q8_0, which
has a mul_mat_id with an A matrix that's Q8_0 8192 x 5120 x 128.

This should work when the number of blocks in the A matrix is less than 2^32
(for mul_mat_vec or mul_mm_cm2), or for mul_mm I think the limit is like
2^32*LOAD_VEC_A elements.

- Divide batch_stride by QUANT_K earlier, so the block index calculation works in 32b.
- Each vk_pipeline_struct has a linked list of pipelines that will allow it to handle
variants. So far this change just adds a single use case for this, compiling with the
e64BitIndexingEXT flag.
- Use the 64b indexing variant when the A matrix is larger than maxStorageBufferRange.

64-bit indexing has some cost - around 3-5% in MoE models, so it's worth the effort
to avoid enabling it unconditionally.
This commit is contained in:
Jeff Bolz
2026-01-12 12:32:13 +01:00
committed by GitHub
parent 1051ecd289
commit 2bbe4c2cf8
20 changed files with 156 additions and 59 deletions
@@ -13,7 +13,7 @@ void calc_superblock(const uint a_offset, const uint b_offset, const uint v_im,
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;
const uint ib0 = a_offset + (first_row+n)*num_blocks_per_row;
const FLOAT_TYPE_VEC2 dm = FLOAT_TYPE_VEC2(data_a[ib0 + i].dm);
const uint32_t scale0_u32 = data_a_packed16[ib0 + i].scales[v_im ];