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Vulkan Shader Refactor, Memory Debugging Option (#7947)
* Refactor shaders, extract GLSL code from ggml_vk_generate_shaders.py into vulkan-shaders directory * Improve debug log code * Add memory debug output option * Fix flake8 * Fix unnecessary high llama-3 VRAM use
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60
vulkan-shaders/dequant_funcs.comp
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60
vulkan-shaders/dequant_funcs.comp
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#if !defined(DATA_A_F32) && !defined(DATA_A_F16)
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#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
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#endif
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#if defined(DATA_A_F32)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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return vec2(data_a[a_offset + ib], data_a[a_offset + ib + 1]);
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}
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#endif
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#if defined(DATA_A_F16)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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return vec2(data_a[a_offset + ib], data_a[a_offset + ib + 1]);
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}
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#endif
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#if defined(DATA_A_Q4_0)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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const float d = float(data_a[a_offset + ib].d);
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const uint vui = uint(data_a[a_offset + ib].qs[iqs]);
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return (vec2(vui & 0xF, vui >> 4) - 8.0f) * d;
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}
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#endif
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#if defined(DATA_A_Q4_1)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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const float d = float(data_a[a_offset + ib].d);
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const float m = float(data_a[a_offset + ib].m);
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const uint vui = uint(data_a[a_offset + ib].qs[iqs]);
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return vec2(vui & 0xF, vui >> 4) * d + m;
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}
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#endif
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#if defined(DATA_A_Q5_0)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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const float d = float(data_a[a_offset + ib].d);
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const uint uint_qh = uint(data_a[a_offset + ib].qh[1]) << 16 | data_a[a_offset + ib].qh[0];
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const ivec2 qh = ivec2(((uint_qh >> iqs) << 4) & 0x10, (uint_qh >> (iqs + 12)) & 0x10);
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const uint vui = uint(data_a[a_offset + ib].qs[iqs]);
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return (vec2((vui & 0xF) | qh.x, (vui >> 4) | qh.y) - 16.0f) * d;
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}
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#endif
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#if defined(DATA_A_Q5_1)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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const float d = float(data_a[a_offset + ib].d);
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const float m = float(data_a[a_offset + ib].m);
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const uint uint_qh = data_a[a_offset + ib].qh;
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const ivec2 qh = ivec2(((uint_qh >> iqs) << 4) & 0x10, (uint_qh >> (iqs + 12)) & 0x10);
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const uint vui = uint(data_a[a_offset + ib].qs[iqs]);
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return vec2((vui & 0xF) | qh.x, (vui >> 4) | qh.y) * d + m;
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}
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#endif
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#if defined(DATA_A_Q8_0)
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vec2 dequantize(uint ib, uint iqs, uint a_offset) {
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const float d = float(data_a[a_offset + ib].d);
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return vec2(int(data_a[a_offset + ib].qs[iqs]), int(data_a[a_offset + ib].qs[iqs + 1])) * d;
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}
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#endif
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