* 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
* 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: 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
* 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
* vulkan: fuse snake activation (mul, sin, sqr, mul, add)
Add snake.comp shader with F32 / F16 / BF16 pipelines and
ggml_vk_snake_dispatch_fused. The matcher recognizes the naive 5 op
decomposition emitted by audio decoders (BigVGAN, Vocos) for snake
activation y = x + sin(a*x)^2 * inv_b and rewrites it to a single
elementwise kernel.
test_snake_fuse from the CUDA PR now also compares CPU naive vs
Vulkan fused across F32 / F16 / BF16.
* vulkan: address jeffbolznv review for fused snake activation
Rename T / C to ne0 / ne1 in the shader and push constants to match
the standard naming convention used across the Vulkan backend.
Tighten ggml_vk_can_fuse_snake: require x and dst to be contiguous
(the shader uses idx = i0 + i1 * ne0) and require a / inv_b to be
tightly packed on the broadcast dim (the shader reads data_a[i1]).
* vulkan: tighten snake fusion type checks for all operands (address jeffbolznv review)
* vulkan: reject snake fusion when ne[2] or ne[3] > 1 (address jeffbolznv review)
* vulkan: address 0cc4m review for fused snake activation
snake.comp is renamed to follow the ggml DATA_A_* / A_TYPE convention.
A_TYPE now applies to the activation tensor data_a instead of the
broadcast multiplier, and the bindings become data_a (A_TYPE), data_b
(float), data_c (float) and data_d (D_TYPE). A header at the top of
the shader maps each buffer to its role in y = x + sin(b * x)^2 * c.
On the C++ side, ggml_vk_can_fuse_snake reuses the existing snake_pattern
constant instead of duplicating the op list, sin_node is extracted as a
named local alongside the other chain nodes, and the broadcast operands
a and inv_b are now required to be GGML_TYPE_F32 to match the hardcoded
float bindings on data_b and data_c (the previous a->type == x->type
would silently reject any future BF16 or F16 chain once the supports_op
gate for SIN / SQR is lifted). ggml_vk_snake_dispatch_fused gets an
explicit GGML_TYPE_F32 case and GGML_ABORT on default in place of the
silent f32 fallback, and a stale comment about data_a[i1] / data_inv_b[i1]
is refreshed to match the new binding names.
* vulkan: Support asymmetric FA in coopmat2 path
There has been some recent interest/experimentation with mixed quantization
types for FA. I had originally designed the cm2 FA shader with this in mind
(because I didn't realize it wasn't supported at the time!), this change
adds the missing pieces and enables it.
Also support Q1_0 since people have been trying that out (seems crazy, but
who knows).
We should be able to do similar things in the coopmat1/scalar path, but
there's another change open against the scalar path and I don't want to
conflict.
* reorder cases
* vulkan: Programmatically add RoundingModeRTE to all shaders when the device supports it
* use FetchContent to get SPIRV-Headers
* Fetch spirv-headers unconditionally
* remove fetchcontent, rely on installed headers
* fix ubuntu job
* Update docs/build.md
Add dequantize4() implementations for Q4_1, Q5_0, Q5_1, and IQ4_NL
in the flash attention base shader. Register them in the shader
generator, pipeline creation, and enable in the scalar/coopmat1 FA
support check.
* vulkan: change gated_delta_net to shard a column across a subgroup
This is based on https://github.com/ggml-org/llama.cpp/pull/20391, I used an
LLM to port the CUDA code to Vulkan, and guided to it to make various fixes to
work with Vulkan (e.g. handling different subgroup sizes, unknown mapping of
subgroup to invocation id, using subgroupAdd optionally, etc.).
This fixes a perf regression from the transposing of the values in memory
(!20443).
* vulkan: Spread columns across fewer lanes to reduce the number of workgroups
* vulkan: add GATED_DELTA_NET op support
Implements the fused gated delta net recurrence as a Vulkan compute
shader with full support for scalar gate, KDA vector gate, GQA
broadcast, multi-token sequences, and permuted (non-contiguous) q/k
inputs. Specialization constants select head size (32/64/128) and
KDA mode at pipeline creation time.
Passes all 13 test-backend-ops cases on AMD Radeon 890M (RADV GFX1150).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* vulkan: optimize GATED_DELTA_NET shader (Phase 1)
- vec4 dot products on all inner loops (dp4 hardware intrinsic)
- Cache exp(g) in shared memory for KDA path, eliminating ~32K
redundant global reads and ~16K redundant exp() calls per token
- vec4 fused decay + rank-1 update (3 vec4 ops vs 12 scalar ops)
- Add perf benchmark cases for GATED_DELTA_NET to test-backend-ops
KDA TG: +5.4% throughput. Non-KDA: no regressions.
13/13 test-backend-ops passing on AMD Radeon 890M (RADV GFX1150).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* vulkan: address review feedback for GATED_DELTA_NET
Pipeline array refactor [3][2], A_TYPE/D_TYPE/FLOAT_TYPE shader macros,
scale in push constants, supports_op fix, dispatch restructuring.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* vulkan: use FLOAT_TYPE for buffer/shared declarations, align formatting
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* vulkan: add explicit FLOAT_TYPE casts for buffer loads
Wrap data_q, data_k, and data_g buffer reads with FLOAT_TYPE() casts
to ensure correct behavior across all Vulkan configurations.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* vulkan: fix Q/K broadcast for interleaved head layout
Adapt to the interleaved broadcast convention from #20340:
head_id / rq1 → head_id % neq1
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Progeny Alpha <ProgenyAlpha@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* ggml-Vulkan: add ELU support
* ggml-Vulkan: remove extra spaces and variables
* ggml-Vulkan: fix format issue
* ggml-Vulkan: fix format issue
* fix whitespace issue
* Update Vulkan.csv and ops.md
* 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
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: Optimize GGML_OP_CUMSUM
There are two paths: The preexisting one that does a whole row per workgroup
in a single shader, and one that splits each row into multiple blocks and does
two passes. The first pass computes partials within a block, the second adds
the block partials to compute the final result. The multipass shader is used
when there are a small number of large rows.
In the whole-row shader, handle multiple elements per invocation.
* use 2 ELEM_PER_THREAD for AMD/Intel
* address feedback
When the number of cols is large, split each row across multiple workgroups.
There are three phases that communicate partial results through temp buffers:
(1) compute max partials
(2) take max of partials, compute sum(exp(x-max)) partials
(3) sum partials, compute scaled result
* vulkan: Implement top-k
Each pass launches workgroups that each sort 2^N elements (where N is usually 7-10)
and discards all but the top K. Repeat until only K are left. And there's a fast
path when K==1 to just find the max value rather than sorting.
* fix pipeline selection
* vulkan: Add N-ary search algorithm for topk
* microoptimizations
* vulkan: support larger argsort
This is an extension of the original bitonic sorting shader that puts the
temporary values in global memory and when more than 1024 threads are needed
it runs multiple workgroups and synchronizes through a pipelinebarrier.
To improve the memory access pattern, a copy of the float value is kept with
the index value. I've applied this same change to the original shared memory
version of the shader, which is still used when ncols <= 1024.
* Reduce the number of shader variants. Use smaller workgroups when doing a single pass, for a modest perf boost
* reduce loop overhead
* run multiple cols per invocation, to reduce barrier overhead
* vulkan: add LOG operation support for F32 and F16
Part of #14909.
* vulkan: Fix LOG operation types
* docs: Update operation support documentation for Vulkan LOG operation
* vulkan: fix log_f16 shader
* docs: restore missing LOG test cases and regenerate ops.md