* Refactor vk_queue to use per-instance mutexes and unique handles
* integrates VK_KHR_internally_synchronized_queues, abstracting the queue submission into a polymorphic interface that completely bypasses host-side mutex locking when driver-side synchronization is supported
* fix compilation error
* fix duplicate pNext chain for VkPhysicalDeviceInternallySynchronizedQueuesFeaturesKHR
* add fallback defines for VK_KHR_internally_synchronized_queues
* add null checks for queues in vk_device_struct destructor
* use unique_ptr for outer queues to enforce exclusive ownership and optimize lifetime
* use static constexpr for eInternallySynchronizedKHR
* add lock guard to ggml_vk_create_aliased_queue for thread safety
* initialize sync_query_features.internallySynchronizedQueues to VK_FALSE
* reuse sync_query_features for internallySynchronizedQueues and simplify chaining
* refactor internallySynchronizedQueues detection
* fix internallySynchronizedQueues query guard
* use eInternallySynchronizedKHR constant
* fix self-referential alias for eInternallySynchronizedKHR
* use macro for eInternallySynchronizedKHR fallback
* fix internallySynchronizedQueues query timing in ggml-vulkan.cpp to prevent device creation mismatch
* reset sync_query_features.pNext before reusing in device creation chain, also removed the redundant second probe call
* refactor internally synchronized queues detection to use chained feature query and avoid redundant API calls
* Update ggml/src/ggml-vulkan/ggml-vulkan.cpp
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* Update ggml/src/ggml-vulkan/ggml-vulkan.cpp
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* Update ggml/src/ggml-vulkan/ggml-vulkan.cpp
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* Update ggml/src/ggml-vulkan/ggml-vulkan.cpp
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* Update ggml/src/ggml-vulkan/ggml-vulkan.cpp
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* Update ggml/src/ggml-vulkan/ggml-vulkan.cpp
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* rename sync_enable_features to internally_synchronized_queues_features
* queue_flags is still computed before has_internally_synchronized_queues is set
* fix trailing whitespace
* replace eInternallySynchronizedKHR macro with static constexpr
* preserve source queue semantics in single-queue aliased transfer queue
* vulkan: fix cmd_pool access via pointer for compute_queue unique_ptr
* vulkan: lock queue during debug label emission when not internally synchronized
---------
Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
* vulkan: Support Q2_0
The backend perf tests for mat-vec-mul weren't very good at first (worse than
q2_k), doubling the rows per workgroup made a big difference.
* reorder
* resolve merge conflict, adjust err threshold for f16->q2_0 set_rows
* vulkan/cpu: Support f16 as SET_ROWS src.
This adds full support for f16 SET_ROWS (equivalent to f32) to vulkan and CPU
backends, and adds more backend tests.
* Set DenormPreserve 16 when supported, to try to fix failures on Intel
* tune error threshold
* update metal supports_op
This uses the new VK_EXT_shader_ocp_microscaling_types extension to do fp4 type
promotions, and also uses the float8 extension to do ue4m3 promotions for
nvfp4. It's reasonable to assume that an implementation that supports fp4 will
also support fp8, so we don't need to handle all possible combinations of
support.
* [Vulkan] Fixes llama-cli breaking over longer promts sizes
The llama-cli was breaking for longer promts sizes for q4_0 quantized networks. Causing due to insufficient shared memory.
* Removed the un-used Adreno device
* Updated matmul for small pipeline.
* vulkan : check src0 type in GGML_OP_SET_ROWS to avoid failures due to unimplemented f16 support
* chore : get rid of else
---------
Co-authored-by: Stanisław Szymczyk <sszymczy@gmail.com>
* vulkan: roll bk loop in matmul for asahi linux
* vulkan: fix inline comment
* vulkan: revert BK-loop unroll change
* vulkan: edit spirv directly for asahi roll bk loop
* vulkan: remove trailing whitespace at the end of comments
* vulkan: add INTEL_PRE_XE2 arch enum and enable coopmat1 on Intel Xe-LPG Plus (1/3, Xe1-ARLH)
Co-authored-by: Xia, Jie <jie.xia@intel.com>
Co-authored-by: Liu, Russell <russell.liu@intel.com>
* Address comments of bf16 and trailing whitespace
* Rename INTEL_PRE_XE2 to INTEL_XE1 and remove driver workaround
* Add Windows driver check
---------
Co-authored-by: Xia, Jie <jie.xia@intel.com>
Co-authored-by: Liu, Russell <russell.liu@intel.com>
* vulkan-shaders-gen: fail the build when a shader fails to compile
vulkan-shaders-gen did not detect shader-compile subprocess failures, so a
broken libggml-vulkan could be produced while the build reported success and
the breakage only surfaced at run time. execute_command() discarded the child
exit code (POSIX waitpid passed nullptr for status; the Windows branch never
called GetExitCodeProcess) and string_to_spv decided success only from whether
stderr was empty, so a non-zero exit with empty stderr, or a subprocess that
failed to launch, was treated as success.
Return the child exit code from execute_command() (WEXITSTATUS on POSIX,
GetExitCodeProcess on Windows), treat a non-zero exit or non-empty stderr or a
launch exception as a failure, and record it in an atomic flag. main() checks
the flag after process_shaders() and returns EXIT_FAILURE before writing the
output files, so the build stops instead of emitting a broken backend.
Fixes#24393
Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>
* vulkan-shaders-gen: simplify compile_failed access and drop unreachable return
Address review feedback on #24450:
- Access the std::atomic<bool> compile_failed directly (= / implicit bool)
instead of .store()/.load(); the flag stays atomic because the worker
threads in process_shaders() set it concurrently.
- Remove the unreachable trailing return -1 in execute_command(): on POSIX the
child _exit()s after execvp and the parent returns (fork()<0 throws); on
Windows the block returns the exit code.
Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>
---------
Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>
* vulkan: make SQR/SQRT/SIN/COS/CLAMP/LEAKY_RELU use unary.comp
* vulkan: make NORM support noncontig
* add noncontiguous row test cases for norm/l2_norm, handle this in the CPU backend and l2_norm.comp
* fix supports_op for cuda and webgpu
The result-checking and test debug paths in ggml-vulkan.cpp call ggml_graph_compute_with_ctx() to compute a CPU reference graph, but that symbol is defined in ggml-cpu, which ggml-vulkan does not link. Enabling -DGGML_VULKAN_CHECK_RESULTS=ON (or -DGGML_VULKAN_RUN_TESTS=ON) therefore fails to link with an unresolved external (e.g. LNK2019 on MSVC, undefined reference on GCC/Clang). This regressed after ggml-cpu was split into its own library. Link ggml-cpu under those two options so the debug builds link again.
Signed-off-by: Wyatt Caldwell <218154709+Detensable@users.noreply.github.com>
* vulkan: add GGML_OP_COL2IM_1D, follow-up to the CPU op
* vulkan: col2im_1d bounded gather loop instead of full-K scan with modulo
* vulkan: col2im_1d address review from @jeffbolznv
* vulkan: col2im_1d return nullptr for unsupported types, address review from @0cc4m
* vulkan: support non-contig unary/glu ops
Change unary/glu ops to pass in all strides and use fastdiv for the index
calculation. Put all unary ops in one file, similar to glu, to share the
code. codex went ahead and added expm1 without me asking, but I had to
make it do a real precision analysis rather than just making stuff up.
unary.comp initially couldn't use generic_unary_head because there wasn't
space for xielu's additional constants. Fixing this required packing the
fastdiv 'L' values.
* attempt to workaround compiler bug
* resolve conflict from #23991
* use expm1
* Make ggml_gated_delta_net take only the initial recurrent state (D, 1, n_seqs) and passes the snapshot count K as an op parameter instead of inferring it from state->ne[1].
Remove the padding hack and copy all emitted snapshots into the recurrent cache with a single strided ggml_cpy
* Make GDN changes in all backends. Address review comments.
* Fix CI build errors
* vulkan: add support for valve fp16 dot2 extension
* use macro for dot2 path choice
* properly check for the feature
* add dot_product abstraction to reduce preprocessor branching
This allows vec4 loads of the B elements. Also increase BK to 64 when this is
enabled. Neither of these alone is consistently faster, but together these give
a nice speedup.
In ggml-vulkan.cpp, we need to make sure the B matrix alignment and stride are
multiples of 4.
* vulkan: add fwht support for Intel with shmem reduction
* don't use N as workgroup size
* disable subgroup shuffle on MoltenVK AMD
* disable fwht shader on Intel Windows due to driver bug
* vulkan: don't hold the device mutex while compiling pipelines
We need to hold a lock while we traverse all pipelines and lazily initialize
them, but we don't need to hold it while the pipeline is being compiled. And
it doesn't need to be the same lock as the device mutex. We call load_shaders
each time a pipeline is needed, so we only need to compile that one pipeline
(and, for example, don't want to end up compiling a pipeline that another
thread should be compiling).
* remove 'needed'
Q2_K/Q3_K/Q6_K do much better when using MMVQ on Intel BMG even
though they're only 2-byte aligned, and Q3_K still wins on
NVIDIA as well.
mesa isn't all that great at coalescing back-to-back loads from
alternating arrays, so we force it instead. Further, we can do
subtraction directly on a full int32_t rather than an i8vec4
with bit twiddling because the high bit is always free to start.
On Intel BMG on mesa, the switch to MMVQ provides an immediate
~57% perf increase in tg128 for unsloth/Qwen3.5-9B-GGUF:Q3_K and
~78% perf increase in tg128 for unsloth/Qwen3.5-9B-GGUF:Q6_K.
The futher switch to block loads leads to a ~24% perf increase in
tg128 for unsloth/Qwen3.5-9B-GGUF:Q3_K and a ~48% perf increase in
tg128 for unsloth/Qwen3.5-9B-GGUF:Q6_K.
Finally, Xe2 wins on MMVQ even for small k, so we take the NVIDIA
override for K quants on Xe2 as well.
* vulkan: add flash attention bf16 kv support
* vulkan: bf16 FA coopmat1 support
* vulkan: bf16 FA coopmat2 support
* fix FA bf16 f32 fallback
* fix FA bf16 coopmat1 shader
* fix FA bf16 coopmat2 shader
* code cleanup
* cleanup comment change
* address feedback
* add O_TYPE for cm2 FA
* use O_TYPE for gqaStore function
* reduce BFLOAT16 ifdefs