diff --git a/ggml/src/ggml-vulkan/ggml-vulkan.cpp b/ggml/src/ggml-vulkan/ggml-vulkan.cpp index 648cdd79..e095b26a 100644 --- a/ggml/src/ggml-vulkan/ggml-vulkan.cpp +++ b/ggml/src/ggml-vulkan/ggml-vulkan.cpp @@ -2106,12 +2106,12 @@ static void ggml_vk_load_shaders(vk_device& device) { s_mmq_wg_denoms = { 32, 64, 1 }; // spec constants and tile sizes for quant matmul (Qi_K) - l_warptile_mmq_k = { 256, 64, 128, 64, 1 }; - m_warptile_mmq_k = { 256, 32, 64, 64, 0 }; - s_warptile_mmq_k = { 256, 32, 32, 128, 0 }; - l_mmq_wg_denoms_k = { 64, 128, 1 }; - m_mmq_wg_denoms_k = { 32, 64, 1 }; - s_mmq_wg_denoms_k = { 32, 32, 1 }; + l_warptile_mmq_k = { 256, 128, 256, 64, 1 }; + m_warptile_mmq_k = { 256, 128, 128, 64, 1 }; + s_warptile_mmq_k = { 256, 32, 64, 128, 0 }; + l_mmq_wg_denoms_k = { 128, 256, 1 }; + m_mmq_wg_denoms_k = { 128, 128, 1 }; + s_mmq_wg_denoms_k = { 32, 64, 1 }; // spec constants and tile sizes for quant matmul_id l_warptile_mmqid = { 256, 128, 128, 16, 0 }; @@ -5022,26 +5022,37 @@ static void ggml_vk_buffer_memset(vk_buffer& dst, size_t offset, uint32_t c, siz ggml_vk_queue_command_pools_cleanup(dst->device); } -static uint32_t ggml_vk_guess_split_k(ggml_backend_vk_context * ctx, int m, int n, int k, const vk_pipeline& pipeline) { +static uint32_t ggml_vk_guess_split_k(ggml_backend_vk_context * ctx, uint32_t m, uint32_t n, uint32_t k, const vk_pipeline& pipeline) { VK_LOG_DEBUG("ggml_vk_guess_split_k(" << m << ", " << n << ", " << k << ")"); uint32_t split_k = 1; - if (ctx->device->shader_core_count != 0 && m >= (int)pipeline->wg_denoms[0] && n >= (int)pipeline->wg_denoms[1]) { + if (ctx->device->shader_core_count != 0 && m >= pipeline->wg_denoms[0] && n >= pipeline->wg_denoms[1]) { // If k is 'large' and the SMs will fill less than halfway, use split_k. uint32_t m_tiles = CEIL_DIV(m, pipeline->wg_denoms[0]); uint32_t n_tiles = CEIL_DIV(n, pipeline->wg_denoms[1]); - if (k >= 2048 && m_tiles * n_tiles < ctx->device->shader_core_count / 2) { - split_k = ctx->device->shader_core_count / (m_tiles * n_tiles); - // Clamp to 2 or 4 - split_k = std::min(split_k, 4u); - if (split_k == 3) { - split_k = 2; + + if (k >= 2048) { + if (m_tiles * n_tiles <= ctx->device->shader_core_count / 2) { + split_k = ctx->device->shader_core_count / (m_tiles * n_tiles); + } else if (m_tiles * n_tiles <= ctx->device->shader_core_count * 2 / 3) { + split_k = 3; } - if (ctx->device->coopmat2) { - // coopmat2 shader expects splits to be aligned to 256 - while (split_k > 1 && ((k / split_k) % 256) != 0) { - split_k /= 2; + // Cap the split at 8x. Unless k is huge this is a lot of overhead. + split_k = std::min(split_k, 8u); + + // ggml_vk_matmul will align the splits to be a multiple of 256. + // If this rounded up size would cause the last split to be empty, + // then reduce the split count. + while (true) { + if (split_k == 1) { + break; } + uint32_t k_split = CEIL_DIV(k, split_k); + k_split = ROUNDUP_POW2(k_split, 256); + if (k_split * (split_k - 1) < k) { + break; + } + split_k--; } } } @@ -5053,9 +5064,22 @@ static vk_pipeline ggml_vk_guess_matmul_pipeline(ggml_backend_vk_context * ctx, VK_LOG_DEBUG("ggml_vk_guess_matmul_pipeline(" << m << ", " << n << ", " << aligned << ", " << ggml_type_name(src0_type) << ", " << ggml_type_name(src1_type) << ")"); if (ctx->device->coopmat2) { + const uint32_t shader_core_count = ctx->device->shader_core_count; + const uint32_t tiles_l = CEIL_DIV(m, mmp->a_l->wg_denoms[0]) * CEIL_DIV(n, mmp->a_l->wg_denoms[1]); + const uint32_t tiles_m = CEIL_DIV(m, mmp->a_m->wg_denoms[0]) * CEIL_DIV(n, mmp->a_m->wg_denoms[1]); + // Use large shader when the N dimension is greater than the medium shader's tile size uint32_t crossover_large = mmp->m->wg_denoms[1]; - if ((ctx->device->mul_mat_l[src0_type] && (n > crossover_large)) || (!ctx->device->mul_mat_m[src0_type] && !ctx->device->mul_mat_s[src0_type])) { + + // Prefer large over medium if either: + // - medium or large tiles would overfill the GPU + // - large tiles with a split_k==3 fits in the GPU and medium tiles with split_k==2 does not + // (medium with split_k==2 is probably better if it fits - more workgroups running and less split_k overhead) + bool prefer_large = tiles_m > shader_core_count || tiles_l > shader_core_count || + // split_k==3 with large tiles likely better than medium tiles with no split_k. + (tiles_l <= shader_core_count / 3 && tiles_m > shader_core_count / 2); + + if ((ctx->device->mul_mat_l[src0_type] && (n > crossover_large && prefer_large)) || (!ctx->device->mul_mat_m[src0_type] && !ctx->device->mul_mat_s[src0_type])) { return aligned ? mmp->a_l : mmp->l; } // Use medium shader when the N dimension is greater than the small shader's tile size @@ -5099,7 +5123,11 @@ static void ggml_vk_matmul( GGML_ASSERT(batch_stride_d == m * n); - const vk_mat_mat_push_constants pc1 = { m, n, k, stride_a, stride_b, stride_d, batch_stride_a, batch_stride_b, batch_stride_d, CEIL_DIV(k, split_k), ne02, ne12, broadcast2, broadcast3, padded_n }; + // Round the split size up to a multiple of 256 (k-quant alignment) + uint32_t k_split = CEIL_DIV(k, split_k); + k_split = ROUNDUP_POW2(k_split, 256); + + const vk_mat_mat_push_constants pc1 = { m, n, k, stride_a, stride_b, stride_d, batch_stride_a, batch_stride_b, batch_stride_d, k_split, ne02, ne12, broadcast2, broadcast3, padded_n }; // Make sure enough workgroups get assigned for split k to work ggml_vk_dispatch_pipeline(ctx, subctx, pipeline, { a, b, split_k_buffer }, pc1, { (CEIL_DIV(m, pipeline->wg_denoms[0]) * pipeline->wg_denoms[0]) * split_k, n, batch }); ggml_vk_sync_buffers(subctx);