This uses the new VK_EXT_shader_ocp_microscaling_types extension to do fp4 type
promotions, and also uses the float8 extension to do ue4m3 promotions for
nvfp4. It's reasonable to assume that an implementation that supports fp4 will
also support fp8, so we don't need to handle all possible combinations of
support.
* [Vulkan] Fixes llama-cli breaking over longer promts sizes
The llama-cli was breaking for longer promts sizes for q4_0 quantized networks. Causing due to insufficient shared memory.
* Removed the un-used Adreno device
* Updated matmul for small pipeline.
* vulkan : check src0 type in GGML_OP_SET_ROWS to avoid failures due to unimplemented f16 support
* chore : get rid of else
---------
Co-authored-by: Stanisław Szymczyk <sszymczy@gmail.com>
* vulkan: roll bk loop in matmul for asahi linux
* vulkan: fix inline comment
* vulkan: revert BK-loop unroll change
* vulkan: edit spirv directly for asahi roll bk loop
* vulkan: remove trailing whitespace at the end of comments
* vulkan: add INTEL_PRE_XE2 arch enum and enable coopmat1 on Intel Xe-LPG Plus (1/3, Xe1-ARLH)
Co-authored-by: Xia, Jie <jie.xia@intel.com>
Co-authored-by: Liu, Russell <russell.liu@intel.com>
* Address comments of bf16 and trailing whitespace
* Rename INTEL_PRE_XE2 to INTEL_XE1 and remove driver workaround
* Add Windows driver check
---------
Co-authored-by: Xia, Jie <jie.xia@intel.com>
Co-authored-by: Liu, Russell <russell.liu@intel.com>
* vulkan-shaders-gen: fail the build when a shader fails to compile
vulkan-shaders-gen did not detect shader-compile subprocess failures, so a
broken libggml-vulkan could be produced while the build reported success and
the breakage only surfaced at run time. execute_command() discarded the child
exit code (POSIX waitpid passed nullptr for status; the Windows branch never
called GetExitCodeProcess) and string_to_spv decided success only from whether
stderr was empty, so a non-zero exit with empty stderr, or a subprocess that
failed to launch, was treated as success.
Return the child exit code from execute_command() (WEXITSTATUS on POSIX,
GetExitCodeProcess on Windows), treat a non-zero exit or non-empty stderr or a
launch exception as a failure, and record it in an atomic flag. main() checks
the flag after process_shaders() and returns EXIT_FAILURE before writing the
output files, so the build stops instead of emitting a broken backend.
Fixes#24393
Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>
* vulkan-shaders-gen: simplify compile_failed access and drop unreachable return
Address review feedback on #24450:
- Access the std::atomic<bool> compile_failed directly (= / implicit bool)
instead of .store()/.load(); the flag stays atomic because the worker
threads in process_shaders() set it concurrently.
- Remove the unreachable trailing return -1 in execute_command(): on POSIX the
child _exit()s after execvp and the parent returns (fork()<0 throws); on
Windows the block returns the exit code.
Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>
---------
Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>
* vulkan: make SQR/SQRT/SIN/COS/CLAMP/LEAKY_RELU use unary.comp
* vulkan: make NORM support noncontig
* add noncontiguous row test cases for norm/l2_norm, handle this in the CPU backend and l2_norm.comp
* fix supports_op for cuda and webgpu
The result-checking and test debug paths in ggml-vulkan.cpp call ggml_graph_compute_with_ctx() to compute a CPU reference graph, but that symbol is defined in ggml-cpu, which ggml-vulkan does not link. Enabling -DGGML_VULKAN_CHECK_RESULTS=ON (or -DGGML_VULKAN_RUN_TESTS=ON) therefore fails to link with an unresolved external (e.g. LNK2019 on MSVC, undefined reference on GCC/Clang). This regressed after ggml-cpu was split into its own library. Link ggml-cpu under those two options so the debug builds link again.
Signed-off-by: Wyatt Caldwell <218154709+Detensable@users.noreply.github.com>
* vulkan: add GGML_OP_COL2IM_1D, follow-up to the CPU op
* vulkan: col2im_1d bounded gather loop instead of full-K scan with modulo
* vulkan: col2im_1d address review from @jeffbolznv
* vulkan: col2im_1d return nullptr for unsupported types, address review from @0cc4m
* vulkan: support non-contig unary/glu ops
Change unary/glu ops to pass in all strides and use fastdiv for the index
calculation. Put all unary ops in one file, similar to glu, to share the
code. codex went ahead and added expm1 without me asking, but I had to
make it do a real precision analysis rather than just making stuff up.
unary.comp initially couldn't use generic_unary_head because there wasn't
space for xielu's additional constants. Fixing this required packing the
fastdiv 'L' values.
* attempt to workaround compiler bug
* resolve conflict from #23991
* use expm1
* Make ggml_gated_delta_net take only the initial recurrent state (D, 1, n_seqs) and passes the snapshot count K as an op parameter instead of inferring it from state->ne[1].
Remove the padding hack and copy all emitted snapshots into the recurrent cache with a single strided ggml_cpy
* Make GDN changes in all backends. Address review comments.
* Fix CI build errors
* vulkan: add support for valve fp16 dot2 extension
* use macro for dot2 path choice
* properly check for the feature
* add dot_product abstraction to reduce preprocessor branching
This allows vec4 loads of the B elements. Also increase BK to 64 when this is
enabled. Neither of these alone is consistently faster, but together these give
a nice speedup.
In ggml-vulkan.cpp, we need to make sure the B matrix alignment and stride are
multiples of 4.
* vulkan: add fwht support for Intel with shmem reduction
* don't use N as workgroup size
* disable subgroup shuffle on MoltenVK AMD
* disable fwht shader on Intel Windows due to driver bug
* vulkan: don't hold the device mutex while compiling pipelines
We need to hold a lock while we traverse all pipelines and lazily initialize
them, but we don't need to hold it while the pipeline is being compiled. And
it doesn't need to be the same lock as the device mutex. We call load_shaders
each time a pipeline is needed, so we only need to compile that one pipeline
(and, for example, don't want to end up compiling a pipeline that another
thread should be compiling).
* remove 'needed'
Q2_K/Q3_K/Q6_K do much better when using MMVQ on Intel BMG even
though they're only 2-byte aligned, and Q3_K still wins on
NVIDIA as well.
mesa isn't all that great at coalescing back-to-back loads from
alternating arrays, so we force it instead. Further, we can do
subtraction directly on a full int32_t rather than an i8vec4
with bit twiddling because the high bit is always free to start.
On Intel BMG on mesa, the switch to MMVQ provides an immediate
~57% perf increase in tg128 for unsloth/Qwen3.5-9B-GGUF:Q3_K and
~78% perf increase in tg128 for unsloth/Qwen3.5-9B-GGUF:Q6_K.
The futher switch to block loads leads to a ~24% perf increase in
tg128 for unsloth/Qwen3.5-9B-GGUF:Q3_K and a ~48% perf increase in
tg128 for unsloth/Qwen3.5-9B-GGUF:Q6_K.
Finally, Xe2 wins on MMVQ even for small k, so we take the NVIDIA
override for K quants on Xe2 as well.
* vulkan: add flash attention bf16 kv support
* vulkan: bf16 FA coopmat1 support
* vulkan: bf16 FA coopmat2 support
* fix FA bf16 f32 fallback
* fix FA bf16 coopmat1 shader
* fix FA bf16 coopmat2 shader
* code cleanup
* cleanup comment change
* address feedback
* add O_TYPE for cm2 FA
* use O_TYPE for gqaStore function
* reduce BFLOAT16 ifdefs
* vulkan: Switch MUL_MAT_VEC to 4 K per iteration for F16/32
Against mesa git, this shows a 4.8% performance improvement for
tg128 on Qwen3.5-9B:BF16 on Intel BMG.
Note that this breaks some tests until the last commit which fixes
OOB A reads.
* vulkan: Use aligned loads in mul_mat_vec when available
Against mesa git, this shows a 3.3% performance improvement for
tg128 on Qwen3.5-9B:BF16 on Intel BMG.
* Make explicit that `num_rows` is <= `NUM_ROWS` in mul_mat_vec
Mesa's UUB logic can't see through conditionals, limiting its
ability to understand the bounds on the `num_rows` field in the
cleanup run. Making it explicit that `num_rows` is, indeed, always
<= `NUM_ROWS` helps mesa make slightly better codegen.
Against mesa git, this currently shows a 1% performance improvement
in tg128 on Qwen3.5-9B:BF16 on Intel BMG.
* vulkan: Fix OOB A reads in MUL_MAT_VEC for odd sizes
There was a TODO to fix the OOB reads from the A matrix which we do
here.
It is within performance noise (+<0.1%) in tg128 for
Qwen3.5-9B:BF16 on Intel BMG.
* feat: extend repeat op for vulkan
* feat: add repeat_f16 vulkan pipeline
* fix: ensure same dst and src types
* fix: use type_size instead of data types
* fix: use int16 and int32 for repeat shader op
* chore: rename repeat_f* to repeat_i*
* chore: rename repeat vulkan pipelines
* vulkan: add CONV_SHAPE_64x128 for medium-K conv2d
* vulkan: skip conv2d bounds checks when shapes align with tile sizes
* vulkan: use WG_SIZE=128 for CONV_SHAPE_64x32 conv2d
* vulkan: stage cm2 conv2d accumulator through shmem before global store
* vulkan: add coopmat1 conv2d path
* fallback when using too much shared memory. clean up comments
* Require 16x16x16 and subgroup size 32 or 64
* check whether shared memory is sufficient before overwriting conv2d params with coopmat1 values