#include "types.glsl"
#if defined(DATA_A_F32)
+FLOAT_TYPE dequantize1(uint ib, uint iqs, uint a_offset) {
+ return data_a[a_offset + ib];
+}
vec2 dequantize(uint ib, uint iqs, uint a_offset) {
return vec2(data_a[a_offset + ib], data_a[a_offset + ib + 1]);
}
+vec4 dequantize4(uint ib, uint iqs, uint a_offset) {
+ return vec4(data_a[a_offset + ib ], data_a[a_offset + ib + 1],
+ data_a[a_offset + ib + 2], data_a[a_offset + ib + 3]);
+}
+vec4 dequantize4_2aligned(uint ib, uint iqs, uint a_offset) {
+ return vec4(data_a[a_offset + ib ], data_a[a_offset + ib + 1],
+ data_a[a_offset + ib + 2], data_a[a_offset + ib + 3]);
+}
+
#endif
#if defined(DATA_A_F16)
+FLOAT_TYPE dequantize1(uint ib, uint iqs, uint a_offset) {
+ return data_a[a_offset + ib];
+}
vec2 dequantize(uint ib, uint iqs, uint a_offset) {
return vec2(data_a[a_offset + ib], data_a[a_offset + ib + 1]);
}
+vec4 dequantize4(uint ib, uint iqs, uint a_offset) {
+ return vec4(data_a[a_offset + ib ], data_a[a_offset + ib + 1],
+ data_a[a_offset + ib + 2], data_a[a_offset + ib + 3]);
+}
+vec4 dequantize4_2aligned(uint ib, uint iqs, uint a_offset) {
+ const vec2 a = data_a_packed32[(a_offset + ib)/2];
+ const vec2 b = data_a_packed32[(a_offset + ib)/2 + 1];
+ return vec4(a, b);
+}
#endif
#if defined(DATA_A_BF16)
+FLOAT_TYPE dequantize1(uint ib, uint iqs, uint a_offset) {
+ return bf16_to_fp32(data_a[a_offset + ib]);
+}
vec2 dequantize(uint ib, uint iqs, uint a_offset) {
return vec2(bf16_to_fp32(data_a[a_offset + ib]), bf16_to_fp32(data_a[a_offset + ib + 1]));
}
+vec4 dequantize4(uint ib, uint iqs, uint a_offset) {
+ return vec4(bf16_to_fp32(data_a[a_offset + ib ]), bf16_to_fp32(data_a[a_offset + ib + 1]),
+ bf16_to_fp32(data_a[a_offset + ib + 2]), bf16_to_fp32(data_a[a_offset + ib + 3]));
+}
+vec4 dequantize4_2aligned(uint ib, uint iqs, uint a_offset) {
+ const uint a = data_a_packed32[(a_offset + ib)/2];
+ const uint b = data_a_packed32[(a_offset + ib)/2 + 1];
+ return vec4(uintBitsToFloat((a & 0x0000ffff) << 16),
+ uintBitsToFloat( a & 0xffff0000),
+ uintBitsToFloat((b & 0x0000ffff) << 16),
+ uintBitsToFloat( b & 0xffff0000));
+}
#endif
#if defined(DATA_A_Q4_0)
#if !defined(DATA_A_F32) && !defined(DATA_A_F16) && !defined(DATA_A_BF16)
#define K_PER_ITER 8
#else
-#define K_PER_ITER 2
+#define K_PER_ITER 4
#endif
uint a_offset, b_offset, d_offset, y_offset;
+vec4 load_b(const uint j, const uint iybs, const uint iqs, const bool lastiter, out bool OOB_y, out bool OOB_z, out bool OOB_w) {
+ // Check if the latter elements are OOB, and don't fetch B or accumulate it.
+ OOB_y = lastiter && (iybs + iqs + y_offset >= p.ncols);
+ OOB_z = lastiter && (iybs + iqs + y_offset*2 >= p.ncols);
+ OOB_w = lastiter && (iybs + iqs + y_offset*3 >= p.ncols);
+
+ if (!OOB_w) {
+ return vec4(FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs]),
+ FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset]),
+ FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset*2]),
+ FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset*3]));
+ } else if (!OOB_z) {
+ return vec4(FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs]),
+ FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset]),
+ FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset*2]),
+ 0);
+ } else if (!OOB_y) {
+ return vec4(FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs]),
+ FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset]),
+ 0, 0);
+ } else {
+ return vec4(FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs]),
+ 0, 0, 0);
+ }
+}
+
void iter(inout FLOAT_TYPE temp[NUM_COLS][NUM_ROWS], const uint first_row, const uint num_rows, const uint tid, const uint i, bool lastiter)
{
[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
#if K_PER_ITER == 8
#if QUANT_R == 2
+ // Note that we end up fetching bogus elements here, but its fine as they'll be
+ // within an accessible block.
const vec4 bv02 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs) / 4]);
const vec4 bv13 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs + y_offset) / 4]);
const vec4 bv0 = vec4(bv02.x, bv13.x, bv02.y, bv13.y);
const vec4 bv1 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs) / 4 + 1]);
#endif
#else
- // Check if the second of the pair of elements is OOB, and don't fetch B or
- // accumulate it. We still fetch a pair of elements for A, which is fine for
- // quantized formats since they'll be within the same block. We should
- // probably skip fetching the second element for F16/F32, but as of now we
- // still do.
- const bool OOB = lastiter && (iybs + iqs + y_offset >= p.ncols);
-
- FLOAT_TYPE b0 = 0, b1 = 0;
- b0 = FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs]);
- if (!OOB) {
- b1 = FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset]);
- }
+ bool OOB_y;
+ bool OOB_z;
+ bool OOB_w;
+
+ const vec4 b = load_b(j, iybs, iqs, lastiter, OOB_y, OOB_z, OOB_w);
#endif
uint ibi = first_row*p.ncols;
[[unroll]] for (uint n = 0; n < num_rows; ++n) {
temp[j][n] += rowtmp;
#else
- const vec2 v = dequantize(ib, iqs, a_offset);
-
- // matrix multiplication
- temp[j][n] = fma(FLOAT_TYPE(v.x), b0, temp[j][n]);
- if (!OOB) {
- temp[j][n] = fma(FLOAT_TYPE(v.y), b1, temp[j][n]);
+ if (!OOB_w) {
+ const vec4 v = dequantize4(ib, iqs, a_offset);
+ temp[j][n] += dot(v, b);
+ } else if (!OOB_z) {
+ const vec2 v0 = dequantize(ib, iqs, a_offset);
+ const FLOAT_TYPE v1 = dequantize1(ib + 2/QUANT_R, iqs, a_offset);
+ const vec3 v = vec3(v0.x, v0.y, v1);
+ const vec3 b0 = vec3(b.x, b.y, b.z);
+ temp[j][n] += dot(v, b0);
+ } else if (!OOB_y) {
+ const vec2 v0 = dequantize(ib, iqs, a_offset);
+ const vec2 b0 = vec2(b.x, b.y);
+ temp[j][n] += dot(v0, b0);
+ } else {
+ const FLOAT_TYPE v = dequantize1(ib, iqs, a_offset);
+ temp[j][n] = fma(v, b.x, temp[j][n]);
}
#endif
}
}
}
+#if defined(DATA_A_F32) || defined(DATA_A_F16) || defined(DATA_A_BF16)
+void iter_aligned_nonquant(inout FLOAT_TYPE temp[NUM_COLS][NUM_ROWS], const uint first_row, const uint num_rows, const uint tid, const uint i)
+{
+ [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
+ const uint col = i*BLOCK_SIZE + K_PER_ITER*tid;
+ const uint iqs = 0; // quant index
+ const uint iybs = col; // y block start index
+
+ const vec4 b = data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs) / 4];
+
+ uint ibi = first_row*p.ncols;
+ [[unroll]] for (uint n = 0; n < num_rows; ++n) {
+ const uint ib = (ibi + col)/QUANT_K; // block index
+ ibi += p.ncols;
+
+ const vec4 v = dequantize4_2aligned(ib, iqs, a_offset);
+
+ // matrix multiplication
+ temp[j][n] += dot(v, b);
+ }
+ }
+}
+#endif
+
void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
const uint tid = gl_LocalInvocationID.x;
get_offsets(a_offset, b_offset, d_offset);
+ const bool is_aligned_nonquant =
+ p.batch_stride_b % 4 == 0 && b_offset % 4 == 0 &&
+ p.ncols % 4 == 0 && BLOCK_SIZE % 4 == 0 &&
+ K_PER_ITER == 4;
y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
int unroll_count = 4;
uint unrolled_iters = num_iters & ~(unroll_count - 1);
-#if K_PER_ITER == 2
+ uint i = 0;
+
+#if K_PER_ITER == 4
// If the K dimension is odd, we need lastiter==true on the last iteration
// so OOB is computed correctly. Skip some unrolling to make that happen.
- if ((p.ncols & 1) != 0 &&
+ if ((p.ncols & 3) != 0 &&
unrolled_iters == num_iters &&
unrolled_iters > 0) {
unrolled_iters -= unroll_count;
}
+ if (is_aligned_nonquant) {
+ while (i < unrolled_iters) {
+ // Manually partially unroll the loop
+ [[unroll]] for (uint k = 0; k < unroll_count; ++k) {
+ iter_aligned_nonquant(temp, first_row, num_rows, tid, i*K_PER_ITER);
+ i++;
+ }
+ }
+ } else {
#endif
-
- uint i = 0;
while (i < unrolled_iters) {
// Manually partially unroll the loop
[[unroll]] for (uint k = 0; k < unroll_count; ++k) {
i++;
}
}
+#if K_PER_ITER == 4
+ }
+#endif
unroll_count = 2;
unrolled_iters = num_iters & ~(unroll_count - 1);
-#if K_PER_ITER == 2
- if ((p.ncols & 1) != 0 &&
+#if K_PER_ITER == 4
+ if ((p.ncols & 3) != 0 &&
unrolled_iters == num_iters &&
unrolled_iters > 0) {
unrolled_iters -= unroll_count;
}
-#endif
+ if (is_aligned_nonquant) {
+ while (i < unrolled_iters && is_aligned_nonquant) {
+ // Manually partially unroll the loop
+ [[unroll]] for (uint k = 0; k < unroll_count; ++k) {
+ iter_aligned_nonquant(temp, first_row, num_rows, tid, i*K_PER_ITER);
+ i++;
+ }
+ }
+ } else {
+#endif
while (i < unrolled_iters) {
// Manually partially unroll the loop
[[unroll]] for (uint k = 0; k < unroll_count; ++k) {
i++;
}
}
+#if K_PER_ITER == 4
+ }
+#endif
+
+#if K_PER_ITER == 4
+ if (is_aligned_nonquant) {
+ while (i < num_iters) {
+ iter_aligned_nonquant(temp, first_row, num_rows, tid, i*K_PER_ITER);
+ i++;
+ }
+ } else {
+#endif
while (i < num_iters) {
iter(temp, first_row, num_rows, tid, i*K_PER_ITER, true);
i++;
}
+#if K_PER_ITER == 4
+ }
+#endif
reduce_result(temp, d_offset, first_row, num_rows, tid);
}
if (first_row >= p.stride_d) {
return;
}
- compute_outputs(first_row, p.stride_d - first_row);
+ compute_outputs(first_row, min(NUM_ROWS, p.stride_d - first_row));
}
}