vulkan: Fix mismatch in TOPK_MOE unit test (#17541)
* Fix shader to support 2D workgroup mapping to a single subgroup * Set required_subgroup_size topk_moe shader requires static WARP_SIZE and actual subgroup size to match
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@@ -75,7 +75,7 @@ void softmax_warp_inplace(inout float vals[experts_per_thread], const uint limit
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}
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void main() {
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const uint row = gl_WorkGroupID.x * gl_WorkGroupSize.y + gl_LocalInvocationID.y;
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const uint row = gl_WorkGroupID.x * gl_WorkGroupSize.y + gl_SubgroupID;
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if (row >= n_rows) {
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return;
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}
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@@ -83,17 +83,18 @@ void main() {
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const uint logits_offset = n_experts * row;
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const uint weights_offset = n_expert_used * row;
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const uint ids_offset = n_experts * row;
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const uint lane = gl_SubgroupInvocationID;
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float wt[experts_per_thread];
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[[unroll]]
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for (uint i = 0; i < n_experts; i += WARP_SIZE) {
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const uint expert = i + gl_LocalInvocationID.x;
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const uint expert = i + lane;
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wt[i / WARP_SIZE] = (n_experts % WARP_SIZE == 0 || expert < n_experts) ? logits[logits_offset + expert] : -INFINITY;
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}
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if (!late_softmax) {
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softmax_warp_inplace(wt, n_experts, gl_LocalInvocationID.x, false);
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softmax_warp_inplace(wt, n_experts, lane, false);
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}
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// at this point, each thread holds a portion of softmax,
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@@ -111,11 +112,11 @@ void main() {
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for (int k = 0; k < n_expert_used; k++) {
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float max_val = wt[0];
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uint max_expert = gl_LocalInvocationID.x;
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uint max_expert = lane;
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[[unroll]]
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for (int i = 1; i < experts_per_thread; i++) {
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const uint expert = gl_LocalInvocationID.x + i * WARP_SIZE;
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const uint expert = lane + i * WARP_SIZE;
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if ((n_experts % WARP_SIZE == 0 || expert < n_experts) && wt[i] > max_val) {
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max_val = wt[i];
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max_expert = expert;
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@@ -132,11 +133,11 @@ void main() {
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}
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}
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if ((k & (WARP_SIZE - 1)) == gl_LocalInvocationID.x) {
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if ((k & (WARP_SIZE - 1)) == lane) {
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output_weights[k / WARP_SIZE] = max_val;
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}
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if ((max_expert & (WARP_SIZE - 1)) == gl_LocalInvocationID.x) {
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if ((max_expert & (WARP_SIZE - 1)) == lane) {
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wt[max_expert / WARP_SIZE] = -INFINITY;
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ids[ids_offset + k] = max_expert;
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@@ -158,12 +159,12 @@ void main() {
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}
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if (late_softmax) {
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softmax_warp_inplace(output_weights, n_expert_used, gl_LocalInvocationID.x, true);
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softmax_warp_inplace(output_weights, n_expert_used, lane, true);
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}
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[[unroll]]
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for (uint i = 0; i < experts_per_thread; ++i) {
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uint idx = i * WARP_SIZE + gl_LocalInvocationID.x;
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uint idx = i * WARP_SIZE + lane;
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if (idx < n_expert_used) {
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weights[weights_offset + idx] = output_weights[i];
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}
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