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https://github.com/ggerganov/whisper.cpp.git
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The OOB calculation could be wrong if the last iteration was during one of the unrolled loops. Adjust the unrolling counts to avoid this. Add a couple new backend tests that hit this failure on NVIDIA GPUs.
170 lines
5.3 KiB
Plaintext
170 lines
5.3 KiB
Plaintext
#version 450
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#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
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#include "mul_mat_vec_base.comp"
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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#if !defined(DATA_A_F32) && !defined(DATA_A_F16)
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#define K_PER_ITER 8
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#else
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#define K_PER_ITER 2
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#endif
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uint a_offset, b_offset, d_offset, y_offset;
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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)
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{
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[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
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const uint col = i*BLOCK_SIZE + K_PER_ITER*tid;
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const uint iqs = (col%QUANT_K)/QUANT_R; // quant index
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const uint iybs = col - col%QUANT_K; // y block start index
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#if K_PER_ITER == 8
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#if QUANT_R == 2
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const vec4 bv02 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs) / 4]);
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const vec4 bv13 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs + y_offset) / 4]);
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const vec4 bv0 = vec4(bv02.x, bv13.x, bv02.y, bv13.y);
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const vec4 bv1 = vec4(bv02.z, bv13.z, bv02.w, bv13.w);
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#else
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const vec4 bv0 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs) / 4]);
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const vec4 bv1 = vec4(data_b_v4[(j*p.batch_stride_b + b_offset + iybs + iqs) / 4 + 1]);
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#endif
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#else
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// Check if the second of the pair of elements is OOB, and don't fetch B or
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// accumulate it. We still fetch a pair of elements for A, which is fine for
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// quantized formats since they'll be within the same block. We should
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// probably skip fetching the second element for F16/F32, but as of now we
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// still do.
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const bool OOB = lastiter && (iybs + iqs + y_offset >= p.ncols);
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FLOAT_TYPE b0 = 0, b1 = 0;
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b0 = FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs]);
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if (!OOB) {
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b1 = FLOAT_TYPE(data_b[j*p.batch_stride_b + b_offset + iybs + iqs + y_offset]);
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}
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#endif
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uint ibi = first_row*p.ncols;
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[[unroll]] for (uint n = 0; n < num_rows; ++n) {
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const uint ib = (ibi + col)/QUANT_K; // block index
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ibi += p.ncols;
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#if K_PER_ITER == 8
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vec4 v = dequantize4(ib, iqs, a_offset);
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vec4 v2 = dequantize4(ib, iqs+(4/QUANT_R), a_offset);
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const vec2 dm = get_dm(ib, a_offset);
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if (dm.y != 0) { // quant has min component
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v = v * dm.x + dm.y;
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v2 = v2 * dm.x + dm.y;
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}
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// matrix multiplication
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FLOAT_TYPE rowtmp = dot(bv0, v);
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rowtmp += dot(bv1, v2);
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if (dm.y == 0)
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rowtmp *= dm.x;
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temp[j][n] += rowtmp;
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#else
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const vec2 v = dequantize(ib, iqs, a_offset);
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// matrix multiplication
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temp[j][n] = fma(FLOAT_TYPE(v.x), b0, temp[j][n]);
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if (!OOB) {
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temp[j][n] = fma(FLOAT_TYPE(v.y), b1, temp[j][n]);
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}
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#endif
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}
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}
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}
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void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
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const uint tid = gl_LocalInvocationID.x;
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get_offsets(a_offset, b_offset, d_offset);
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a_offset /= QUANT_K;
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y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
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FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];
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[[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
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[[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
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temp[j][i] = FLOAT_TYPE(0);
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}
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}
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uint num_iters = p.ncols / (K_PER_ITER * BLOCK_SIZE);
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if (num_iters * K_PER_ITER * BLOCK_SIZE + K_PER_ITER*tid < p.ncols) {
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num_iters++;
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}
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int unroll_count = 4;
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uint unrolled_iters = num_iters & ~(unroll_count - 1);
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#if K_PER_ITER == 2
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// If the K dimension is odd, we need lastiter==true on the last iteration
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// so OOB is computed correctly. Skip some unrolling to make that happen.
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if ((p.ncols & 1) != 0 &&
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unrolled_iters == num_iters &&
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unrolled_iters > 0) {
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unrolled_iters -= unroll_count;
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}
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#endif
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uint i = 0;
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while (i < unrolled_iters) {
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// Manually partially unroll the loop
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[[unroll]] for (uint k = 0; k < unroll_count; ++k) {
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iter(temp, first_row, num_rows, tid, i*K_PER_ITER, false);
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i++;
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}
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}
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unroll_count = 2;
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unrolled_iters = num_iters & ~(unroll_count - 1);
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#if K_PER_ITER == 2
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if ((p.ncols & 1) != 0 &&
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unrolled_iters == num_iters &&
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unrolled_iters > 0) {
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unrolled_iters -= unroll_count;
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}
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#endif
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while (i < unrolled_iters) {
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// Manually partially unroll the loop
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[[unroll]] for (uint k = 0; k < unroll_count; ++k) {
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iter(temp, first_row, num_rows, tid, i*K_PER_ITER, false);
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i++;
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}
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}
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while (i < num_iters) {
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iter(temp, first_row, num_rows, tid, i*K_PER_ITER, true);
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i++;
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}
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reduce_result(temp, d_offset, first_row, num_rows, tid);
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}
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void main() {
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const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);
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#ifdef NEEDS_INIT_IQ_SHMEM
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init_iq_shmem(gl_WorkGroupSize);
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#endif
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// do NUM_ROWS at a time, unless there aren't enough remaining rows
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if (first_row + NUM_ROWS <= p.stride_d) {
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compute_outputs(first_row, NUM_ROWS);
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} else {
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if (first_row >= p.stride_d) {
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return;
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}
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compute_outputs(first_row, p.stride_d - first_row);
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}
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}
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