ggml WebGPU: add support for quantization types (#15440)
* Begin work on set_rows * Work on set rows * Add error buffers for reporting unsupported SET_ROWS indices * Remove extra comments * Work on templating for different types in shaders * Work on shader type generation * Working q4_0 mul_mat and some templating for different types * Add q4_0_f16 matmul and fix device init * Add matmul support for basic quantization types * Add q2_k and q3_k quantization * Add rest of k-quants * Get firt i-quant working * Closer to supporting all i-quants * Support rest of i-quants * Cleanup code * Fix python formatting * debug * Bugfix for memset * Add padding to end of buffers on creation * Simplify bit-shifting * Update usage of StringView
This commit is contained in:
@@ -1,35 +1,85 @@
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import os
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import re
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import ast
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import argparse
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def escape_triple_quotes(wgsl):
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# Simple defense in case of embedded """
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return wgsl.replace('"""', '\\"""')
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def extract_block(text, name):
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pattern = rf'#define\({name}\)\s*(.*?)#end\({name}\)'
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match = re.search(pattern, text, re.DOTALL)
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if not match:
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raise ValueError(f"Missing block: {name}")
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return match.group(1).strip()
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def to_cpp_string_literal(varname, content):
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return f'const char* wgsl_{varname} = R"({content})";\n'
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def parse_decls(decls_text):
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decls = {}
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for name, code in re.findall(r'#decl\((.*?)\)\s*(.*?)#enddecl\(\1\)', decls_text, re.DOTALL):
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decls[name.strip()] = code.strip()
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return decls
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def replace_placeholders(shader_text, replacements):
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for key, val in replacements.items():
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# Match {{KEY}} literally, where KEY is escaped
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pattern = r'{{\s*' + re.escape(key) + r'\s*}}'
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shader_text = re.sub(pattern, str(val), shader_text)
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return shader_text
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def write_shader(shader_name, shader_code, output_dir, outfile):
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if output_dir:
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wgsl_filename = os.path.join(output_dir, f"{shader_name}.wgsl")
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with open(wgsl_filename, "w", encoding="utf-8") as f_out:
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f_out.write(shader_code)
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outfile.write(f'const char* wgsl_{shader_name} = R"({shader_code})";\n\n')
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def generate_variants(shader_path, output_dir, outfile):
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shader_base_name = shader_path.split("/")[-1].split(".")[0]
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with open(shader_path, "r", encoding="utf-8") as f:
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text = f.read()
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try:
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variants = ast.literal_eval(extract_block(text, "VARIANTS"))
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except ValueError:
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write_shader(shader_base_name, text, output_dir, outfile)
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else:
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decls_map = parse_decls(extract_block(text, "DECLS"))
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shader_template = extract_block(text, "SHADER")
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for variant in variants:
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decls = variant["DECLS"]
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decls_code = ""
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for key in decls:
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if key not in decls_map:
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raise ValueError(f"DECLS key '{key}' not found.")
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decls_code += decls_map[key] + "\n\n"
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shader_variant = replace_placeholders(shader_template, variant["REPLS"])
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final_shader = re.sub(r'\bDECLS\b', decls_code, shader_variant)
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output_name = f"{shader_base_name}_" + "_".join([variant["REPLS"]["SRC0_TYPE"], variant["REPLS"]["SRC1_TYPE"]])
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write_shader(output_name, final_shader, output_dir, outfile)
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def main():
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parser = argparse.ArgumentParser()
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parser.add_argument('--input', required=True)
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parser.add_argument('--output', required=True)
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parser.add_argument("--input_dir", required=True)
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parser.add_argument("--output_file", required=True)
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parser.add_argument("--output_dir")
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args = parser.parse_args()
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with open(args.output, 'w', encoding='utf-8') as out:
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out.write("// Auto-generated shader embedding \n\n")
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for fname in sorted(os.listdir(args.input)):
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if not fname.endswith('.wgsl'):
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continue
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shader_path = os.path.join(args.input, fname)
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varname = os.path.splitext(fname)[0]
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with open(shader_path, 'r', encoding='utf-8') as f:
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content = f.read()
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content = escape_triple_quotes(content)
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out.write(to_cpp_string_literal(varname, content))
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out.write('\n')
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if args.output_dir:
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os.makedirs(args.output_dir, exist_ok=True)
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with open(args.output_file, "w", encoding="utf-8") as out:
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out.write("// Auto-generated shader embedding\n\n")
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for fname in sorted(os.listdir(args.input_dir)):
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if fname.endswith(".wgsl"):
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generate_variants(os.path.join(args.input_dir, fname), args.output_dir, out)
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if __name__ == '__main__':
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if __name__ == "__main__":
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main()
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@@ -19,20 +19,20 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let start = params.offset;
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let end = params.offset + params.size;
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for (var j: u32 = 0u; j < bytes_per_thread; j = j + 1u) {
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for (var j: u32 = 0u; j < bytes_per_thread; j += 4) {
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let byte_index = start + i + j;
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if (byte_index + 4u <= end) {
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output_buffer[(byte_index >> 2u)] = params.value;
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if (byte_index + 4 <= end) {
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output_buffer[byte_index >> 2] = params.value;
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} else {
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// Handle tail (unaligned)
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for (var k: u32 = 0u; k < 4u; k = k + 1u) {
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for (var k: u32 = 0; k < 4; k++) {
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let idx = byte_index + k;
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if (idx < end) {
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let word_idx = idx >> 2u;
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let byte_offset = (idx & 3u) * 8u;
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let mask = ~(0xffu << byte_offset);
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let word_idx = idx >> 2;
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let bit_offset = (idx & 3) * 8u;
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let mask = ~(0xffu << bit_offset);
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let existing = output_buffer[word_idx];
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output_buffer[word_idx] = (existing & mask) | ((params.value & 0xffu) << byte_offset);
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output_buffer[word_idx] = (existing & mask) | (params.value & (0xffu << bit_offset));
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}
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}
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}
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1794
ggml/src/ggml-webgpu/wgsl-shaders/mul_mat.tmpl.wgsl
Normal file
1794
ggml/src/ggml-webgpu/wgsl-shaders/mul_mat.tmpl.wgsl
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,56 +0,0 @@
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struct MulMatParams {
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m: u32,
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n: u32,
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k: u32,
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// all strides are in elements
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stride_01: u32,
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stride_11: u32,
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stride_02: u32,
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stride_12: u32,
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stride_03: u32,
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stride_13: u32,
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bs02: u32,
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bs03: u32,
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broadcast2: u32,
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broadcast3: u32
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};
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@group(0) @binding(0) var<storage, read_write> src0: array<f32>; // N rows, K columns
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@group(0) @binding(1) var<storage, read_write> src1: array<f32>; // M rows, K columns (transposed)
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@group(0) @binding(2) var<storage, read_write> dst: array<f32>; // M rows, N columns
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@group(0) @binding(3) var<uniform> params: MulMatParams;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let total = params.m * params.n * params.bs02 * params.broadcast2 * params.bs03 * params.broadcast3;
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if (global_id.x >= total) {
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return;
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}
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let dst2_stride = params.m * params.n;
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let dst3_stride = dst2_stride * params.bs02 * params.broadcast2;
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let dst3_idx = global_id.x / dst3_stride;
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let src03_idx = dst3_idx / params.broadcast3; // src0 may be broadcast along the third dimension
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let src13_idx = dst3_idx; // src1 is not broadcast
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let dst3_rem = global_id.x % dst3_stride;
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let dst2_idx = dst3_rem / dst2_stride;
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let src02_idx = dst2_idx / params.broadcast2; // src0 may also be broadcast along the second dimension
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let src12_idx = dst2_idx; // src1 is not broadcast
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let dst2_rem = dst3_rem % dst2_stride;
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let row = dst2_rem / params.n; // output row
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let col = dst2_rem % params.n; // output column
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var sum = 0.0;
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for (var i: u32 = 0u; i < params.k; i = i + 1u) {
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let src0_idx = src03_idx * params.stride_03 + src02_idx * params.stride_02 + col * params.stride_01 + i;
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let src1_idx = src13_idx * params.stride_13 + src12_idx * params.stride_12 + row * params.stride_11 + i;
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sum = sum + src0[src0_idx] * src1[src1_idx];
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}
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dst[dst3_idx * dst3_stride + dst2_idx * dst2_stride + row * params.n + col] = sum;
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}
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