uint32_t workgroups_y = (uint32_t)neq2;
uint32_t workgroups_z = (uint32_t)neq3;
- if (N == 1 && qk_ratio > 1 && is_pow2(qk_ratio) && gqa_ratio <= flash_attention_num_small_rows &&
+ if (N == 1 && qk_ratio > 1 && gqa_ratio <= flash_attention_num_small_rows &&
qk_ratio * nek2 == neq2 && nek2 == nev2 && neq3 == 1 && nek3 == 1 && nev3 == 1) {
// grouped query attention - make the N dimension equal to gqa_ratio, reduce
// workgroups proportionally in y dimension. The shader will detect gqa_ratio > 1
uint32_t split_kv = KV;
uint32_t split_k = 1;
- if (gqa_ratio > 1 && ctx->device->shader_core_count > 0) {
- GGML_ASSERT(workgroups_x == 1);
+ // Try to use split_k when KV is large enough to be worth the overhead
+ if (workgroups_x == 1 && ctx->device->shader_core_count > 0 && KV >= 512) {
// Try to run two workgroups per SM.
split_k = ctx->device->shader_core_count * 2 / workgroups_y;
if (split_k > 1) {
// Load the slope matrix, indexed by Q's dimension 2.
ACC_TYPE perElemOpComputeSlope(const in uint32_t r, const in uint32_t c, const in ACC_TYPE elem, const in uint32_t iq2)
{
- const uint32_t h = iq2 + (r & (p.gqa_ratio - 1));
+ const uint32_t h = iq2 + (r % p.gqa_ratio);
const ACC_TYPE base = ACC_TYPE(h < p.n_head_log2 ? p.m0 : p.m1);
const int exph = int(h < p.n_head_log2 ? h + 1 : 2*(h - p.n_head_log2) + 1);