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vulkan: implement more backpropagation operators #11914
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The backend tests all pass for me (RTX 4070). I reviewed the code, though I didn't review the shader calculations in great detail. |
jeffbolznv
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Feb 17, 2025
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Rebased to solve conflicts with #11769 |
0cc4m
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Feb 25, 2025
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Looks good, thank you.
orca-zhang
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Feb 26, 2025
* vulkan: implement GGML_OP_ROPE_BACK * vulkan: implement GGML_OP_RMS_NORM_BACK * vulkan: implement GGML_OP_SILU_BACK * vulkan: implement GGML_OP_SOFTMAX_BACK
mglambda
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Mar 8, 2025
* vulkan: implement GGML_OP_ROPE_BACK * vulkan: implement GGML_OP_RMS_NORM_BACK * vulkan: implement GGML_OP_SILU_BACK * vulkan: implement GGML_OP_SOFTMAX_BACK
arthw
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Mar 19, 2025
* vulkan: implement GGML_OP_ROPE_BACK * vulkan: implement GGML_OP_RMS_NORM_BACK * vulkan: implement GGML_OP_SILU_BACK * vulkan: implement GGML_OP_SOFTMAX_BACK
mostlyuseful
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May 12, 2025
* vulkan: implement GGML_OP_ROPE_BACK * vulkan: implement GGML_OP_RMS_NORM_BACK * vulkan: implement GGML_OP_SILU_BACK * vulkan: implement GGML_OP_SOFTMAX_BACK
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This PR is a follow-up to #11769
It implements the following ops for Vulkan:
Shaders are mostly copy-pasted from CUDA kernels with inspiration from existing Vulkan shaders for wg sizes.
ROPE_BACK is implemented using the existing RoPE shader (but with negative angle).