vulkan: Add State Space Model (SSM) Operations Support (#16463)
* vulkan: implement SSM scan operation Add State Space Model scan operation to the Vulkan backend. Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com> * vulkan: implement SSM conv operation Add State Space Model conv operation to the Vulkan backend. Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com> --------- Signed-off-by: Giuseppe Scrivano <gscrivan@redhat.com>
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ggml/src/ggml-vulkan/vulkan-shaders/ssm_conv.comp
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ggml/src/ggml-vulkan/vulkan-shaders/ssm_conv.comp
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#version 450
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#extension GL_EXT_control_flow_attributes : require
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#include "types.glsl"
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layout(constant_id = 0) const uint BLOCK_SIZE = 32;
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) readonly buffer Src0 { float src0[]; };
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layout(binding = 1) readonly buffer Src1 { float src1[]; };
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layout(binding = 2) buffer Dst { float dst[]; };
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layout(push_constant) uniform PushConstants {
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uint nb01; uint nb02;
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uint nb11;
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uint dst_nb0; uint dst_nb1; uint dst_nb2;
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uint nc; uint ncs; uint nr; uint n_t; uint n_s;
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};
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void main() {
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const uint global_thread_id = gl_GlobalInvocationID.x;
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const uint i2 = gl_WorkGroupID.y;
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const uint i3 = gl_WorkGroupID.z;
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if (global_thread_id >= nr || i2 >= n_t || i3 >= n_s) {
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return;
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}
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const uint i1 = global_thread_id;
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const uint src0_base = i3 * (nb02 / 4) + i2 + i1 * (nb01 / 4);
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const uint src1_base = i1 * (nb11 / 4);
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const uint dst_idx = i3 * (dst_nb2 / 4) + i2 * (dst_nb1 / 4) + i1;
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float sum = 0.0;
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[[unroll]] for (uint i0 = 0; i0 < nc; i0++) {
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const uint src0_idx = src0_base + i0;
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const uint src1_idx = src1_base + i0;
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sum += src0[src0_idx] * src1[src1_idx];
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}
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dst[dst_idx] = sum;
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}
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125
ggml/src/ggml-vulkan/vulkan-shaders/ssm_scan.comp
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ggml/src/ggml-vulkan/vulkan-shaders/ssm_scan.comp
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#version 450
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#extension GL_EXT_control_flow_attributes : require
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#include "types.glsl"
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layout(constant_id = 0) const uint D_STATE = 128;
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layout(constant_id = 1) const uint SUBGROUP_SIZE = 32;
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layout(constant_id = 2) const uint SPLIT_H = 16;
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) readonly buffer Src0 { float s0[]; };
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layout(binding = 1) readonly buffer Src1 { float x[]; };
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layout(binding = 2) readonly buffer Src2 { float dt[]; };
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layout(binding = 3) readonly buffer Src3 { float A[]; };
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layout(binding = 4) readonly buffer Src4 { float B[]; };
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layout(binding = 5) readonly buffer Src5 { float C[]; };
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layout(binding = 6) readonly buffer Src6 { int ids[]; };
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layout(binding = 7) buffer Dst { float d[]; };
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layout(push_constant) uniform PushConstants {
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uint nb02; uint nb03; uint nb12; uint nb13;
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uint nb21; uint nb22; uint nb31;
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uint nb42; uint nb43; uint nb52; uint nb53;
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uint s_off;
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uint n_head;
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uint d_head;
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uint n_group;
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uint n_tok;
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};
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float softplus(float x) {
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if (x <= 20.0) {
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return log(1.0 + exp(x));
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} else {
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return x;
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}
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}
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shared float stateC[SPLIT_H * D_STATE];
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void main() {
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const uint tid = gl_LocalInvocationID.x;
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const uint head_idx = (gl_WorkGroupID.x * SPLIT_H) / d_head;
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const uint head_off = ((gl_WorkGroupID.x * SPLIT_H) % d_head) * 4;
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const uint seq_idx = gl_WorkGroupID.y;
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const uint group_off = (head_idx / (n_head / n_group)) * D_STATE * 4;
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const uint s0_base_idx = (uint(ids[seq_idx]) * nb03 + head_idx * nb02 + head_off * D_STATE) / 4;
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const uint x_base_idx = (seq_idx * nb13 + gl_WorkGroupID.x * SPLIT_H * 4) / 4;
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const uint dt_base_idx = (seq_idx * nb22 + head_idx * 4) / 4;
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const uint A_base_idx = (head_idx * nb31) / 4;
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const uint B_base_idx = (seq_idx * nb43 + group_off) / 4;
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const uint C_base_idx = (seq_idx * nb53 + group_off) / 4;
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const uint y_base_idx = seq_idx * n_tok * n_head * d_head + gl_WorkGroupID.x * SPLIT_H;
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const uint s_base_idx = (s_off + seq_idx * nb03 + head_idx * nb02 + head_off * D_STATE) / 4;
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const uint stride_x = nb12 / 4;
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const uint stride_dt = nb21 / 4;
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const uint stride_B = nb42 / 4;
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const uint stride_C = nb52 / 4;
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const uint stride_y = n_head * d_head;
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float state[SPLIT_H];
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[[unroll]] for (uint j = 0; j < SPLIT_H; j++) {
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state[j] = s0[s0_base_idx + j * D_STATE + tid];
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}
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for (uint i = 0; i < n_tok; i++) {
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const float dt_soft_plus = softplus(dt[dt_base_idx + i * stride_dt]);
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const float dA = exp(dt_soft_plus * A[A_base_idx]);
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const float B_val = B[B_base_idx + i * stride_B + tid];
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const float C_val = C[C_base_idx + i * stride_C + tid];
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[[unroll]] for (uint j = 0; j < SPLIT_H; j++) {
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const float x_dt = x[x_base_idx + i * stride_x + j] * dt_soft_plus;
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state[j] = (state[j] * dA) + (B_val * x_dt);
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stateC[j * D_STATE + tid] = state[j] * C_val;
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}
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barrier();
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for (uint w = D_STATE; w > SUBGROUP_SIZE; w >>= 1) {
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[[unroll]] for (uint j = 0; j < ((w >> 1) * SPLIT_H + D_STATE - 1) / D_STATE; j++) {
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const uint k = (tid % (w >> 1)) +
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(D_STATE * (tid / (w >> 1))) +
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j * D_STATE * (D_STATE / (w >> 1));
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if (k < SPLIT_H * D_STATE && (k + (w >> 1)) < SPLIT_H * D_STATE) {
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stateC[k] += stateC[k + (w >> 1)];
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}
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}
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barrier();
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}
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[[unroll]] for (uint j = 0; j <= SPLIT_H / (D_STATE / SUBGROUP_SIZE); j++) {
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const uint idx = (tid % SUBGROUP_SIZE) +
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D_STATE * (tid / SUBGROUP_SIZE) +
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j * D_STATE * (D_STATE / SUBGROUP_SIZE);
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uint lane = tid % SUBGROUP_SIZE;
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[[unroll]] for (uint offset = SUBGROUP_SIZE / 2; offset > 0; offset >>= 1) {
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if (idx + offset < SPLIT_H * D_STATE) {
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stateC[idx] += stateC[idx + offset];
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}
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barrier();
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}
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if (idx < SPLIT_H * D_STATE && tid % SUBGROUP_SIZE == 0) {
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const uint k = tid / SUBGROUP_SIZE + j * (D_STATE / SUBGROUP_SIZE);
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d[y_base_idx + i * stride_y + k] = stateC[idx];
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}
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}
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barrier();
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}
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[[unroll]] for (uint j = 0; j < SPLIT_H; j++) {
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d[s_base_idx + j * D_STATE + tid] = state[j];
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}
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}
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@@ -916,6 +916,10 @@ void process_shaders() {
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string_to_spv("multi_add_f32", "multi_add.comp", {{"A_TYPE", "float"}, {"B_TYPE", "float"}, {"D_TYPE", "float"}, {"FLOAT_TYPE", "float"}, {"RTE16", "1"}, {"ADD_RMS" , "0"}});
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string_to_spv("multi_add_rms_f32", "multi_add.comp", {{"A_TYPE", "float"}, {"B_TYPE", "float"}, {"D_TYPE", "float"}, {"FLOAT_TYPE", "float"}, {"RTE16", "1"}, {"ADD_RMS" , "1"}});
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string_to_spv("ssm_scan_f32", "ssm_scan.comp", {{"A_TYPE", "float"}});
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string_to_spv("ssm_conv_f32", "ssm_conv.comp", {{"A_TYPE", "float"}});
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for (auto &c : compiles) {
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c.wait();
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}
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