* vulkan: allow using fp16 in scalar flash attention shader
* split rows inside of subgroups for faster synchronization
* use row_split when Br >= 4, change reductions to use shared memory if row_split == 1
* use f32 scalar FA if f16 is not supported by device
* fix amd workgroup size issue
* optimize masksh use
* add medium rows FA shader Br size
* fixes
* add padding to mask shmem buffer
* cache q values into registers for KQ
* fuse lf accumulation, pf and v accumulation into a loop
* stage K loads through shmem
* stage V loads through shmem
* only stage through shmem on Nvidia
* default to Bc 32
* also stage V through shmem when this is done for K
* dynamic subgroups for intel
* use vectorized stores
* use float_type for dequantize4 functions
* use smaller scalar rows size for smaller rows count
* relax flash attention split_k condition to allow non-gqa use
* use minimal subgroup size on Intel
* fix shmem support function
* fix rebase issues
* fixes
* Bc 4 for scalar FA is not a valid configuration
* Use wave32 on AMD RDNA for scalar FA
* add Intel shader core count lookup-table
* fix regressions
* device tuning
* tmpsh size fix
* fix editorconfig
* refactor fa tuning logic into a single place
* fix gqa opt logic
* fix block_rows with small n_rows
* amd tuning
* fix hsk=72/80 issue
* tuning
* allow condition skipping for column check
* use float16 for Of if available
* address feedback
* fix bad RDNA performance on head size <= 128 by limiting occupancy
* allow printing pipeline stats
* cleanup and fixes
* limit occupancy for GCN for small batch FA with large HSK
* disable f16 FA for GCN AMD GPUs on the proprietary driver
The cpu and cuda backends use fp16 for the VKQ accumulator type, this change
does the same for vulkan. This helps particularly with large head sizes which
are very register-limited.
I tried this for the coopmat1 path and it slowed down a bit. I didn't try for
scalar.
I applied the softmax bias that the cuda backend uses to avoid overflow,
although I was not able to reproduce the original bug without it.
Write out a 2-bit code per block and avoid loading the mask when it
matches these two common cases.
Apply this optimization when the mask is relatively large (i.e. prompt
processing).
* vulkan: use coopmat for flash attention p*v matrix multiplication
* fix P loading issue
* fix barrier position
* remove reduction that is no longer needed
* move max thread reduction into loop
* remove osh padding
* add bounds checks and padding
* remove unused code
* fix shmem sizes, loop duration and accesses
* don't overwrite Qf, add new shared psh buffer instead
* add missing bounds checks
* use subgroup reductions
* optimize
* move bounds check, reduce barriers
* support other Bc values and other subgroup sizes
* remove D_split
* replace Of register array with shared memory Ofsh array
* parallelize HSV across the rowgroups
* go back to Of in registers, not shmem
* vectorize sfsh
* don't store entire K tile in shmem
* fixes
* load large k tiles to shmem on Nvidia
* adapt shared memory host check function to shader changes
* remove Bc 32 case
* remove unused variable
* fix missing mask reduction tmspsh barrier
* fix mask bounds check
* fix rowmax f16 under/overflow to inf
* fix flash_attn_cm2 BLOCK_SIZE preprocessor directives
* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times
* support dep-files so shaders are recompiled if their included files change
* rename shader files which are used as "headers" to use .glsl extension
* move glslc extension detection shaders to separate folders
* the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled
* vulkan : only write embedded shader .hpp/.cpp when they change
* avoid recompiling ggml-vulkan.cpp when editing shaders
* pass single --source argument instead of --input-dir & --filter to shader gen
* check for source file match earlier
* fix hang in vulkan-shaders-gen when there are compilation errors
* early out did not decrement compile_count
* clean up
* fix glslc integer dot product test
* unconditionally write the embedded shader cpp output
* replace output filepath in generated dep-files to match output in CMakeLists
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Co-authored-by: Jeff Bolz <jbolz@nvidia.com>