speedup: just use mat*vec shaders for mat*mat

so far my from-scratch mat*mats are still slower than just running more
invocations of the existing Metal ported mat*vec shaders - it should be
theoretically possible to make a mat*mat that's faster (for actual
mat*mat cases) than an optimal mat*vec, but it will need to be at
*least* as fast as the mat*vec op and then take special care to be
cache-friendly and save memory bandwidth, as the # of compute ops is the
same
kp-logger-fix
Aaron Miller 11 months ago committed by AT
parent 22de3c56bd
commit f79557d2aa

@ -1 +1 @@
Subproject commit 500689ad356a81a471a7fb68cc70f7aee5a5f56e
Subproject commit 81c24d7b7df0d3564c8563bb769bd0302588fe1f

@ -239,11 +239,6 @@ if (LLAMA_KOMPUTE)
kompute/op_rmsnorm.comp
kompute/op_diagmask.comp
kompute/op_mul_mat_mat_f32.comp
kompute/op_mul_mat_mat_f16.comp
kompute/op_mul_mat_mat_q8_0.comp
kompute/op_mul_mat_mat_q4_0.comp
kompute/op_mul_mat_mat_q4_1.comp
kompute/op_mul_mat_mat_q6_k.comp
kompute/op_mul_mat_f16.comp
kompute/op_mul_mat_q8_0.comp
kompute/op_mul_mat_q4_0.comp
@ -275,11 +270,6 @@ if (LLAMA_KOMPUTE)
shaderop_rmsnorm.h
shaderop_diagmask.h
shaderop_mul_mat_mat_f32.h
shaderop_mul_mat_mat_f16.h
shaderop_mul_mat_mat_q8_0.h
shaderop_mul_mat_mat_q4_0.h
shaderop_mul_mat_mat_q4_1.h
shaderop_mul_mat_mat_q6_k.h
shaderop_mul_mat_f16.h
shaderop_mul_mat_q8_0.h
shaderop_mul_mat_q4_0.h

Loading…
Cancel
Save