vulkan: split mul_mat into multiple dispatches to avoid overflow (#19509)
* vulkan: split mul_mat into multiple dispatches to avoid overflow The batch dimensions can be greater than the max workgroup count limit, in which case we need to split into multiple dispatches and pass the base index through a push constant. Fall back for the less common p021 and nc variants. * address feedback
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@@ -32,6 +32,7 @@ layout (push_constant) uniform parameter
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uint expert_i1;
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uint nbi1;
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#else
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uint base_work_group_y;
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uint ne02;
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uint ne12;
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uint broadcast2;
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@@ -45,9 +46,9 @@ uint expert_id;
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void get_offsets(out uint a_offset, out uint b_offset, out uint d_offset) {
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#ifdef MUL_MAT_ID
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const uint expert_i0 = gl_GlobalInvocationID.y;
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const uint expert_i0 = gl_WorkGroupID.y;
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#else
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const uint batch_idx = gl_GlobalInvocationID.y;
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const uint batch_idx = gl_WorkGroupID.y + p.base_work_group_y;
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#endif
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#ifndef MUL_MAT_ID
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@@ -90,6 +90,8 @@ layout (push_constant) uniform parameter
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uint nbi1;
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uint ne11;
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#else
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uint base_work_group_z;
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uint num_batches;
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uint k_split;
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uint ne02;
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uint ne12;
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@@ -139,7 +141,7 @@ void main() {
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const uint ic = gl_WorkGroupID.y;
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#ifdef MUL_MAT_ID
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const uint expert_idx = gl_GlobalInvocationID.z;
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const uint expert_idx = gl_WorkGroupID.z;
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if (ic * BN >= data_expert_count[expert_idx]) {
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return;
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}
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@@ -149,7 +151,7 @@ void main() {
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#endif
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#ifndef MUL_MAT_ID
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const uint batch_idx = gl_GlobalInvocationID.z;
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const uint batch_idx = gl_WorkGroupID.z + p.base_work_group_z;
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const uint i13 = batch_idx / p.ne12;
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const uint i12 = batch_idx % p.ne12;
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@@ -366,7 +368,7 @@ void main() {
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const uint dc = ic * BN + warp_c * WN;
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#ifndef MUL_MAT_ID
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const uint offsets = batch_idx * p.batch_stride_d + ik * p.batch_stride_d * gl_NumWorkGroups.z;
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const uint offsets = batch_idx * p.batch_stride_d + ik * p.batch_stride_d * p.num_batches;
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#endif
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#ifdef COOPMAT
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@@ -53,6 +53,8 @@ layout (push_constant) uniform parameter
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uint nbi1;
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uint ne11;
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#else
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uint base_work_group_z;
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uint num_batches;
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uint k_split;
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uint ne02;
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uint ne12;
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@@ -197,7 +199,7 @@ void main() {
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const uint ic = gl_WorkGroupID.y;
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#ifdef MUL_MAT_ID
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const uint expert_idx = gl_GlobalInvocationID.z;
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const uint expert_idx = gl_WorkGroupID.z;
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if (ic * BN >= data_expert_count[expert_idx]) {
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return;
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}
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@@ -215,7 +217,7 @@ void main() {
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#endif
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#ifndef MUL_MAT_ID
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const uint batch_idx = gl_GlobalInvocationID.z;
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const uint batch_idx = gl_WorkGroupID.z + p.base_work_group_z;
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const uint i13 = batch_idx / p.ne12;
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const uint i12 = batch_idx % p.ne12;
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@@ -255,7 +257,7 @@ void main() {
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#else
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uint pos_a = batch_idx_a * (p.batch_stride_a / QUANT_K);
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uint pos_b = batch_idx * p.batch_stride_b;
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uint pos_d = batch_idx * p.batch_stride_d + ik * p.batch_stride_d * gl_NumWorkGroups.z;
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uint pos_d = batch_idx * p.batch_stride_d + ik * p.batch_stride_d * p.num_batches;
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#endif
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uint stride_a = p.stride_a / QUANT_K;
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