llama-cpp-sys-4 0.6.0

Low Level Bindings to llama.cpp
Documentation
#version 450
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require

#include "mul_mat_vec_base.glsl"

layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;

FLOAT_TYPE temp[NUM_COLS][NUM_ROWS];

// ternary TQ2_0: w = (q - 1) * d. Same qs group/level layout as q2_K, but a
// single f16 scale per 256-block and no mins:
//   sum_e b_e * (q_e - 1) * d  =  d * (sum_e b_e * q_e  -  sum_e b_e)
void calc_superblock(const uint a_offset, const uint b_offset, const uint v_im, const uint q_offset, const uint y_offset, const uint i, const uint num_blocks_per_row, const uint first_row, const uint num_rows) {
    const uint y_idx = i * QUANT_K + y_offset;

    [[unroll]] for (uint n = 0; n < num_rows; ++n) {
        const uint ib0 = a_offset + (first_row+n)*num_blocks_per_row;
        if (i >= num_blocks_per_row) {
            continue;
        }

        const uint32_t qs_u32 = uint32_t(data_a_packed16[ib0 + i].qs[q_offset / 2]) | (uint32_t(data_a_packed16[ib0 + i].qs[q_offset / 2 + 8]) << 16);
        const vec4 qs_u32_0 = vec4(unpack8(qs_u32 & 0x03030303));
        const vec4 qs_u32_2 = vec4(unpack8((qs_u32 >> 2) & 0x03030303));
        const vec4 qs_u32_4 = vec4(unpack8((qs_u32 >> 4) & 0x03030303));
        const vec4 qs_u32_6 = vec4(unpack8((qs_u32 >> 6) & 0x03030303));

        const FLOAT_TYPE d = FLOAT_TYPE(data_a[ib0 + i].d);

        [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
            vec2 b0 =   vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 +  0]);
            vec2 b16 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 +  8]);
            vec2 b32 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 16]);
            vec2 b48 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 24]);
            vec2 b64 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 32]);
            vec2 b80 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 40]);
            vec2 b96 =  vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 48]);
            vec2 b112 = vec2(data_b_v2[(j*p.batch_stride_b + b_offset + y_idx) / 2 + 56]);

            FLOAT_TYPE sumq = FLOAT_TYPE(0.0);
            FLOAT_TYPE sumb = FLOAT_TYPE(0.0);
            [[unroll]] for (int l = 0; l < 2; ++l) {
                sumq = fma(FLOAT_TYPE(b0[l]),   FLOAT_TYPE(qs_u32_0[l  ]),
                       fma(FLOAT_TYPE(b16[l]),  FLOAT_TYPE(qs_u32_0[l+2]),
                       fma(FLOAT_TYPE(b32[l]),  FLOAT_TYPE(qs_u32_2[l  ]),
                       fma(FLOAT_TYPE(b48[l]),  FLOAT_TYPE(qs_u32_2[l+2]),
                       fma(FLOAT_TYPE(b64[l]),  FLOAT_TYPE(qs_u32_4[l  ]),
                       fma(FLOAT_TYPE(b80[l]),  FLOAT_TYPE(qs_u32_4[l+2]),
                       fma(FLOAT_TYPE(b96[l]),  FLOAT_TYPE(qs_u32_6[l  ]),
                       fma(FLOAT_TYPE(b112[l]), FLOAT_TYPE(qs_u32_6[l+2]), sumq))))))));
                sumb += FLOAT_TYPE(b0[l]) + FLOAT_TYPE(b16[l]) + FLOAT_TYPE(b32[l]) + FLOAT_TYPE(b48[l])
                      + FLOAT_TYPE(b64[l]) + FLOAT_TYPE(b80[l]) + FLOAT_TYPE(b96[l]) + FLOAT_TYPE(b112[l]);
            }
            temp[j][n] = fma(d, sumq - sumb, temp[j][n]);
        }
    }
}

void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
    uint a_offset, b_offset, d_offset;
    get_offsets(a_offset, b_offset, d_offset);

    const uint num_blocks_per_row = p.ncols / QUANT_K;

    // 16 threads are used to process each block
    const uint it_size = gl_WorkGroupSize.x/16;
    const uint tid = gl_LocalInvocationID.x;
    const uint itid = tid%16;  // 0...15
    const uint ix = tid/16;

    const uint v_im = itid/8;                                // 0 or 1. 0 computes 0..., 1 computes 128...
    const uint v_in = itid - 8*v_im;                         // 0...7

    const uint l0 = 2*v_in;                                  // 0...15
    const uint q_offset = 32*v_im + l0;
    const uint y_offset = 128*v_im + l0;

    [[unroll]] for (uint j = 0; j < NUM_COLS; ++j) {
        [[unroll]] for (uint i = 0; i < NUM_ROWS; ++i) {
            temp[j][i] = FLOAT_TYPE(0);
        }
    }

    for (uint i0 = 0; i0 < num_blocks_per_row; i0 += it_size)
        calc_superblock(a_offset, b_offset, v_im, q_offset, y_offset, i0 + ix, num_blocks_per_row, first_row, num_rows);

    reduce_result(temp, d_offset, first_row, num_rows, tid);
}

void main() {
    const uint first_row = NUM_ROWS * (gl_WorkGroupID.x + gl_NumWorkGroups.x * gl_WorkGroupID.z);

    // do NUM_ROWS at a time, unless there aren't enough remaining rows
    if (first_row + NUM_ROWS <= p.stride_d) {
        compute_outputs(first_row, NUM_ROWS);
    } else {
        if (first_row >= p.stride_d) {
            return;
        }
        compute_outputs(first_row, p.stride_d - first_row);
    }
}