vulkan: Add copy_transpose shader (#17371)

This commit is contained in:
Jeff Bolz
2025-11-19 16:50:43 +01:00
committed by GitHub
parent 99c53d6558
commit 2eba631b81
3 changed files with 96 additions and 0 deletions
@@ -0,0 +1,67 @@
#version 450
#include "types.glsl"
#include "generic_unary_head.glsl"
// workgroup does 32x32 tile, but uses 32x8 threads
#define TILE_DIM 32
layout(local_size_x = 32, local_size_y = 8, local_size_z = 1) in;
shared uint sh[TILE_DIM][TILE_DIM + 1];
void iter(uvec3 wg_id) {
const uint tile_col = wg_id.x;
const uint tile_row = wg_id.y;
const uint tid_col = gl_LocalInvocationID.x;
const uint tid_row = gl_LocalInvocationID.y;
const uint i2 = wg_id.z % p.ne12;
const uint i3 = wg_id.z / p.ne12;
const uint i02 = i2;
const uint i03 = i3;
// The workgroup does TILE_DIM x TILE_DIM, but swaps the LSBs of the
// src coords to make memory accesses contiguous, dst has tid.x in i0,
// src has tid.x in i01
[[unroll]] for (uint y = 0; y < 4; ++y) {
const uint i00 = tile_col * TILE_DIM + tid_row + 8 * y;
const uint i01 = tile_row * TILE_DIM + tid_col;
if (i00 < p.ne00 && i01 < p.ne01 && i02 < p.ne02 && i03 < p.ne03) {
const uint src_idx = i00 * p.nb00 + i01 * p.nb01 + i02 * p.nb02 + i03 * p.nb03;
sh[tid_row + 8 * y][tid_col] = uint(data_a[get_aoffset() + src_idx]);
}
}
barrier();
[[unroll]] for (uint y = 0; y < 4; ++y) {
const uint i0 = tile_col * TILE_DIM + tid_col;
const uint i1 = tile_row * TILE_DIM + tid_row + 8 * y;
if (i0 < p.ne10 && i1 < p.ne11 && i2 < p.ne12 && i3 < p.ne13) {
const uint dst_idx = i0 * p.nb10 + i1 * p.nb11 + i2 * p.nb12 + i3 * p.nb13;
// load transposed
data_d[get_doffset() + dst_idx] = D_TYPE(sh[tid_col][tid_row + 8 * y]);
}
}
}
#define CEIL_DIV(a, b) (((a) + (b) - 1) / (b))
void main() {
uint z = gl_WorkGroupID.z;
uint y = gl_WorkGroupID.y;
bool need_barrier = false;
for (uint z = gl_WorkGroupID.z; z < p.ne12 * p.ne13; z += gl_NumWorkGroups.z) {
for (uint y = gl_WorkGroupID.y; y < CEIL_DIV(p.ne11, TILE_DIM); y += gl_NumWorkGroups.y) {
for (uint x = gl_WorkGroupID.x; x < CEIL_DIV(p.ne10, TILE_DIM); x += gl_NumWorkGroups.x) {
if (need_barrier) {
barrier();
}
need_barrier = true;
iter(uvec3(x, y, z));
}
}
}
}
@@ -734,6 +734,9 @@ void process_shaders() {
string_to_spv("cpy_f32_i32", "copy.comp", {{"A_TYPE", "float"}, {"D_TYPE", "int"}});
string_to_spv("cpy_i32_f32", "copy.comp", {{"A_TYPE", "int"}, {"D_TYPE", "float"}});
string_to_spv("cpy_transpose_16", "copy_transpose.comp", {{"A_TYPE", "uint16_t"}, {"D_TYPE", "uint16_t"}});
string_to_spv("cpy_transpose_32", "copy_transpose.comp", {{"A_TYPE", "uint"}, {"D_TYPE", "uint"}});
for (std::string t : {"q4_0", "q4_1", "q5_0", "q5_1", "q8_0", "iq4_nl"}) {
string_to_spv("cpy_f32_" + t, "copy_to_quant.comp", {{"DATA_A_" + to_uppercase(t), "1"}, {"D_TYPE", "float"}, {"FLOAT_TYPE", "float"}});
string_to_spv("cpy_f32_" + t + "_rte", "copy_to_quant.comp", {{"DATA_A_" + to_uppercase(t), "1"}, {"D_TYPE", "float"}, {"FLOAT_TYPE", "float"}, {"RTE16", "1"}});