Files
Whisper/ComputeShaders/mulMatTiled.hlsl
T
2023-01-16 14:52:43 +01:00

236 lines
7.8 KiB
HLSL

// This compute shader implements matrix*matrix product, using tiling and other tricks to improve the performance
#ifndef TILE_SIZE
static const uint TILE_SIZE = 32;
#endif
#ifndef THREADS_Y
// Performance measures on Ryzen 7 5700G iGPU, the time is just for this shader:
// 1 (32 threads per group) - 17.1 seconds, 2 - 9.02424 seconds, 4 - 6.95762 seconds, 6 - 6.79011 seconds, 8 - 6.67279 seconds, 10 - 6.9456 seconds, 16 - 7.20502 seconds
// On nVidia, 8 is also the fastest option.
static const uint THREADS_Y = 8;
#endif
#ifndef STREAM_SECOND_MATRIX
#define STREAM_SECOND_MATRIX 0
#endif
#ifndef LOAD_ORDER
// Load with coalesced loads from global memory whenever possible, store into groupshared buffer with random stores
// #define LOAD_ORDER bool2( ( 1 == arg0Strides[ 0 ] ) || ( 1 != arg0Strides[ 1 ] ), ( 1 == arg1Strides[ 0 ] ) || ( 1 != arg1Strides[ 1 ] ) )
// Load with random loads from global memory, store into groupshared buffer with coalesced stores
// On my AMD iGPU inside Ryzen 7 5700G, there's whopping 15% performance win with that tactics, from 6.67 to 5.66 seconds for this shader.
// My nVidia GPU does about the same
#define LOAD_ORDER bool2( false, true )
#endif
Buffer<float> arg0: register( t0 );
Buffer<float> arg1: register( t1 );
RWBuffer<float> result: register( u0 );
cbuffer Constants: register( b0 )
{
uint4 arg0Size: packoffset( c0 );
uint4 arg0Strides: packoffset( c1 );
uint4 arg1Strides: packoffset( c3 );
uint4 resultSize: packoffset( c4 );
uint4 resultStrides: packoffset( c5 );
}
groupshared float tile0[ TILE_SIZE ][ TILE_SIZE ];
#if !STREAM_SECOND_MATRIX
groupshared float tile1[ TILE_SIZE ][ TILE_SIZE ];
#endif
groupshared float resTemp[ TILE_SIZE ][ TILE_SIZE ];
#if STREAM_SECOND_MATRIX
void multiplyTiles( uint rsi, const uint3 thread, const uint w, const uint h )
{
for( uint i = thread.y; i < h; i += THREADS_Y, rsi += THREADS_Y * arg1Strides.y )
{
float r = 0;
uint rsiRow = rsi;
for( uint j = 0; j < w; j++, rsiRow += arg1Strides.x )
{
// One TILE_SIZE * 4 bytes coalesced load, broadcasted into THREADS_Y copies
const float s0 = tile0[ j ][ thread.x ];
// THREADS_Y broadcasts from global memory, each one is 4 bytes broadcasted into TILE_SIZE copies
const float s1 = arg1[ rsiRow ];
// Multiply and accumulate
r = mad( s0, s1, r );
}
// Accumulate into the output tile
// THREADS_Y * 128 bytes coalesced loads and stores
resTemp[ i ][ thread.x ] += r;
}
}
#else
// Compute resTemp += tile0 * tile1, for TILE_SIZE^2 square matrices
// The group size is TILE_SIZE*THREADS_Y threads in this shader
void multiplyTiles( const uint3 thread )
{
for( uint i = thread.y; i < TILE_SIZE; i += THREADS_Y )
{
float r = 0;
for( uint j = 0; j < TILE_SIZE; j++ )
{
// One TILE_SIZE * 4 bytes coalesced load, broadcasted into THREADS_Y copies
const float s0 = tile0[ j ][ thread.x ];
// THREADS_Y broadcasts, each one is 4 bytes broadcasted into TILE_SIZE copies
const float s1 = tile1[ i ][ j ];
// Multiply and accumulate
r = mad( s0, s1, r );
}
// Accumulate into the output tile
// THREADS_Y * 128 bytes coalesced loads and stores
resTemp[ i ][ thread.x ] += r;
}
}
#endif
// Note we transposed these tiles while loading
void loadTile0( uint rsi, const uint3 thread, const uint w, const uint h, const bool rowMajor )
{
uint i;
if( rowMajor )
{
rsi += arg0Strides.y * thread.y;
for( i = thread.y; i < h; i += THREADS_Y, rsi += arg0Strides.y * THREADS_Y )
{
if( thread.x < w )
tile0[ thread.x ][ i ] = arg0[ rsi + thread.x * arg0Strides.x ];
else
tile0[ thread.x ][ i ] = 0.0;
}
}
else
{
// Unlike width which is smaller for the last tile, the height is always the same, and all these tiles are zero-initialized
if( thread.x >= h )
return;
rsi += arg0Strides.x * thread.y;
for( i = thread.y; i < w; i += THREADS_Y, rsi += arg0Strides.x * THREADS_Y )
tile0[ i ][ thread.x ] = arg0[ rsi + thread.x * arg0Strides.y ];
if( i >= TILE_SIZE )
return;
for( ; i < TILE_SIZE; i += THREADS_Y )
tile0[ i ][ thread.x ] = 0.0;
}
}
#if !STREAM_SECOND_MATRIX
void loadTile1( uint rsi, const uint3 thread, const uint w, const uint h, const bool rowMajor )
{
uint i;
if( rowMajor )
{
rsi += thread.y * arg1Strides.y;
for( i = thread.y; i < h; i += THREADS_Y, rsi += arg1Strides.y * THREADS_Y )
{
if( thread.x < w )
tile1[ i ][ thread.x ] = arg1[ rsi + thread.x * arg1Strides.x ];
else
tile1[ i ][ thread.x ] = 0.0;
}
}
else
{
// Unlike width which is smaller for the last tile, the height is always the same, and all these tiles are zero-initialized
if( thread.x >= h )
return;
rsi += thread.y * arg1Strides.x;
for( i = thread.y; i < w; i += THREADS_Y, rsi += arg1Strides.x * THREADS_Y )
tile1[ thread.x ][ i ] = arg1[ rsi + thread.x * arg0Strides.y ];
if( i >= TILE_SIZE )
return;
for( ; i < TILE_SIZE; i += THREADS_Y )
tile1[ thread.x ][ i ] = 0.0;
}
}
#endif
void storeTile( const uint3 thread, const uint4 pos, const uint2 size )
{
if( thread.x >= size.x )
return;
const uint4 prod4 = pos * resultStrides;
const uint2 prod2 = prod4.xy + prod4.zw;
uint rdi = prod2.x + prod2.y;
rdi += resultStrides.y * thread.y;
for( uint i = thread.y; i < size.y; i += THREADS_Y, rdi += resultStrides.y * THREADS_Y )
result[ rdi + thread.x * resultStrides.x ] = resTemp[ i ][ thread.x ];
}
[ numthreads( TILE_SIZE, THREADS_Y, 1 ) ]
void main( uint3 group: SV_GroupID, uint3 thread : SV_GroupThreadID )
{
// Zero out these shared buffers
for( uint i = 0; i < TILE_SIZE; i += THREADS_Y )
{
tile0[ i + thread.y ][ thread.x ] = 0.0;
#if !STREAM_SECOND_MATRIX
tile1[ i + thread.y ][ thread.x ] = 0.0;
#endif
resTemp[ i + thread.y ][ thread.x ] = 0.0;
}
const uint2 resultPos = group.xy * TILE_SIZE;
const uint2 layer = uint2( group.z % resultSize.z, group.z / resultSize.z );
uint rsi0 = resultPos.x * arg0Strides.y + layer.x * arg0Strides.z + layer.y * arg0Strides.w;
uint rsi1 = resultPos.y * arg1Strides.y + layer.x * arg1Strides.z + layer.y * arg1Strides.w;
const uint rsi0Inc = TILE_SIZE * arg0Strides.x;
const uint rsi1Inc = TILE_SIZE * arg1Strides.x;
const uint completeTiles = arg0Size.x / TILE_SIZE;
const uint rsi0AndAligned = rsi0 + rsi0Inc * completeTiles;
// Output tile size
// Normally TILE_SIZE^2, less than that for the tiles at the right and bottom edges of the output matrix
const uint2 outputSize = min( TILE_SIZE, resultSize.xy - resultPos );
const bool2 loadOrder = LOAD_ORDER;
#if STREAM_SECOND_MATRIX
rsi1 += thread.y * arg1Strides.y;
#endif
for( ; rsi0 < rsi0AndAligned; rsi0 += rsi0Inc, rsi1 += rsi1Inc )
{
loadTile0( rsi0, thread, TILE_SIZE, outputSize.x, loadOrder.x );
#if STREAM_SECOND_MATRIX
GroupMemoryBarrierWithGroupSync();
multiplyTiles( rsi1, thread, TILE_SIZE, outputSize.y );
#else
loadTile1( rsi1, thread, TILE_SIZE, outputSize.y, loadOrder.y );
GroupMemoryBarrierWithGroupSync();
multiplyTiles( thread );
#endif
// Need one moar barrier here.
// Otherwise, some threads of the group are loading the next tile into tile0/tile1 groupshared buffers on the next iteration of the loop,
// while other threads of the same group are still computing the matrix product, and getting incorrect values from that groupshared buffer.
// The missing barrier only caused a bug on AMD, and only with "ggml-large.bin" model; no idea why that is.
GroupMemoryBarrierWithGroupSync();
}
const uint rem = arg0Size.x % TILE_SIZE;
if( 0 != rem )
{
loadTile0( rsi0, thread, rem, outputSize.x, loadOrder.x );
#if STREAM_SECOND_MATRIX
GroupMemoryBarrierWithGroupSync();
multiplyTiles( rsi1, thread, rem, outputSize.y );
#else
loadTile1( rsi1, thread, rem, outputSize.y, loadOrder.y );
GroupMemoryBarrierWithGroupSync();
multiplyTiles( thread );
#endif
}
GroupMemoryBarrierWithGroupSync();
storeTile( thread, uint4( resultPos, layer ), outputSize );
}