Andrej Karpathyalso move the launchers49b97762 years agoHistory
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/*The GPT-2 Encoder, which combines two encodings: token and positionIn the forward pass, both encodings are added togetherIn the backward pass, the gradients flow to both, handled by different kernels*/#include <assert.h>#include <vector>#include <algorithm>#include <functional>#include <unordered_map>// llmc internal imports#include "cuda_common.h"#include "cuda_utils.cuh" // ----------------------------------------------------------------------------// CUDA kernels __global__ void encoder_forward_kernel3(floatX* out,                               const int* inp, const floatX* wte, const floatX* wpe,                               int B, int T, int C) {    int idx = (blockIdx.x * blockDim.x + threadIdx.x) * x128::size;    int N = B * T * C;    if (idx >= N) { return; }     int bt = idx / C;    int b = bt / T;    int t = bt % T;    int c = idx % C;     int ix = inp[b * T + t];     floatX* out_btc = out + b * T * C + t * C + c;    const floatX* wte_ix = wte + ix * C + c;    const floatX* wpe_tc = wpe + t * C + c;     x128 packed_out;    x128 wte128 = load128cs(wte_ix);    x128 wpe128 = load128cs(wpe_tc);    for (int k = 0; k < x128::size; k++) {        packed_out[k] = (floatX)((float)wte128[k] + (float)wpe128[k]);    }    store128(out_btc, packed_out);} template <int BLOCK_SIZE=256>__global__ void wte_backward_kernel(floatX* dwte,                                    const int4* bucket_info, const int* workload_indices, const floatX* dout, const int* inp,                                    unsigned int seed, int B, int T, int C) {    // In order to be deterministic, we preprocess the inputs on the cpu into "buckets"    // Each bucket corresponds to (WARP_SIZE * x128::size) channels for a single vocabulary token    // Each thread handles x128::size channels, e.g. 256 per warp for BF16    // Each block handles (BLOCK_SIZE / WARP_SIZE) elements in a single bucket in parallel    // If a bucket has less than 8 elements, some warps will return immediately    // If a bucket has more than 8 elements, we will loop over all of them    // The buckets are sorted on the CPU so the largest buckets start 1st    int bucket = blockIdx.x;    int warp_id = threadIdx.x / WARP_SIZE;    int lane_id = threadIdx.x % WARP_SIZE;    int c_per_warp = WARP_SIZE * x128::size;     int bucket_start_idx = bucket_info[bucket].x;    int bucket_size = bucket_info[bucket].y;    int bucket_ix = bucket_info[bucket].z;    int c = bucket_info[bucket].w * c_per_warp + (lane_id * x128::size);     // Each thread handles "x128::size" channels, so at fp8, each warp would handle 512 channels    // If C is not a multiple of this (e.g. 768), some buckets/c_groups cannot use the entire warp    if (c >= C) { return; }    // Exit early if this is a small bucket and this warp doesn't have any items to process    if (warp_id >= bucket_size) { return; }     float accum[x128::size] = {0.0f};    __shared__ float accum_shared[x128::size * BLOCK_SIZE];     for(int item = warp_id; item < bucket_size; item += BLOCK_SIZE/WARP_SIZE) {        int bt = workload_indices[bucket_start_idx + item];         const floatX* dout_btc = dout + bt * C + c;        x128 packed_inp1 = load128cs(dout_btc);        for (int k = 0; k < packed_inp1.size; k++) {            accum[k] += (float)packed_inp1[k];        }    }     if (warp_id != 0) {        // we accumulate into warp 0, so only the other warps need to write to shared memory        for (int k = 0; k < x128::size; k++) {            accum_shared[threadIdx.x + k * BLOCK_SIZE] = accum[k];        }        return; // only warp 0 is needed after writing to shared memory    }     // Read dwte for warp 0 even if other warps are not finished yet to maximise latency tolerance    floatX* dwte_ix = dwte + bucket_ix * C + c;    x128 packed_in_out = load128(dwte_ix);     // note: threads which have returned are considered synchronised by CUDA so no risk of deadlock    __syncthreads();     // Accumulate into warp 0's registers by reading the values of the other warps in shared memory    for (int i = threadIdx.x+WARP_SIZE; i < min(BLOCK_SIZE, bucket_size*WARP_SIZE); i += WARP_SIZE) {        for (int k = 0; k < x128::size; k++) {            accum[k] += accum_shared[i + k * BLOCK_SIZE];        }    }     // Add the result to dwte and write back to global memory (read-modify-write)    for (unsigned int k = 0; k < x128::size; k++) {        // We use stochastic rounding to go from FP32 to BF16 but the seed should be deterministic        stochastic_rounding(accum[k] + (float)packed_in_out[k], &packed_in_out[k], seed + k);    }    store128(dwte_ix, packed_in_out);} __global__ void wpe_backward_kernel(floatX* dwpe,                                    const floatX* dout, const int* inp,                                    int B, int T, int C, unsigned int seed) {    // Each thread handles x128::size "channel positions", e.g. 256 per warp for BF16    // For gpt2-124M BF16, C=768 and T=1024, so 3 warps per channel and 3072 warps in total    // For each "channel position" we sum the gradients for every batch at that C/T element    // This way each dwte element is only updated once, and the kernel is fully deterministic!    // The previous kernel was not deterministic, as batches were aggregated with atomicAdd    int idx = (blockIdx.x * blockDim.x + threadIdx.x) * x128::size;    if (idx >= T * C) { return; }     // if C is not a multiple of WARP_SIZE*x128::size, it's OK for some warps to handle multiple t    int t = idx / C;    int c = idx % C;    float accum[x128::size] = {0.0f};     for (int b = 0; b < B; b++) {        x128 packed_dout = load128cs(dout + (b * T * C) + (t * C) + c); // will never be read again        for (int k = 0; k < x128::size; k++) {            accum[k] += (float)packed_dout[k];        }    }     floatX* dwpe_tc = dwpe + (t * C) + c;    x128 packed_dwpe = load128(dwpe_tc);    for (unsigned int k = 0; k < x128::size; k++) {        // We use stochastic rounding to go from FP32 to BF16 but the seed should be deterministic        stochastic_rounding(accum[k] + (float)packed_dwpe[k], &packed_dwpe[k], seed + k);    }    store128(dwpe_tc, packed_dwpe);} // ----------------------------------------------------------------------------// kernel launchers void encoder_forward(floatX* out,                     const int* inp, const floatX* wte, const floatX* wpe,                     int B, int T, int C) {    NVTX_RANGE_FN();    const int block_size = 256;    const int N = B * T * C;    const int grid_size = CEIL_DIV(N, (int)(block_size * x128::size));    encoder_forward_kernel3<<<grid_size, block_size>>>(out, inp, wte, wpe, B, T, C);    cudaCheck(cudaGetLastError());} // Fully deterministic (see comments in wte_backward_kernel and wpe_backward_kernel for more details)void encoder_backward(floatX* dwte, floatX* dwpe, floatX* scratch, // gpu outputs & scratch                      int* workload_indices, int4* bucket_info,    // cpu scratch buffers                      const floatX* dout, const int* inp, const int* inputs_cpu, // cpu/gpu inputs                      int B, int T, int C, unsigned int seed) {    NVTX_RANGE_FN();     // Launch wpe kernel first (so it runs on the GPU in parallel with the CPU pre-processing for wte)    const int block_size = 256;    const int N = T * C / x128::size;    const int grid_size = CEIL_DIV(N, block_size);    wpe_backward_kernel<<<grid_size, block_size, 0>>>(dwpe, dout, inp, B, T, C, seed);    cudaCheck(cudaGetLastError());     // check the GPU scratch buffer is large enough to hold the bucket info and workload indices    // todo - this is trivially true given hardcoded scratch buffer size here, is this useful?    int num_c_groups = CEIL_DIV(C, x128::size * WARP_SIZE);    assert(B*T*num_c_groups * (sizeof(int4)+sizeof(int)) <= B*T*3*C * sizeof(floatX));     // Step 1: Sort inputs into buckets    int total_items = 0;    std::unordered_map<uint64_t, std::vector<uint64_t>> buckets;    for (uint64_t bt = 0; bt < B * T; bt++) {        for (uint64_t c_group = 0; c_group < num_c_groups; c_group++) {            // todo - passing c_group/inputs_cpu[bt] in data to avoid a second hash lookup is a bit hacky            uint64_t data = bt + (c_group<<32ULL) + ((uint64_t)inputs_cpu[bt]<<42ULL);            buckets[c_group + num_c_groups * inputs_cpu[bt]].push_back(data);            total_items++;        }    }     // Step 2: Sort buckets by size in descending order    // this is so the largest buckets are processed first by the GPU    // otherwise, if they started late, they would still be running with the rest of the GPU idle    std::vector<std::pair<uint64_t, std::vector<uint64_t>>> sortedBuckets(buckets.begin(), buckets.end());    std::sort(sortedBuckets.begin(), sortedBuckets.end(), // ugly because we don't have a typedef for the std::pair              [](const std::pair<uint64_t, std::vector<uint64_t>>& a, const std::pair<uint64_t, std::vector<uint64_t>>& b) {                  return a.second.size() > b.second.size();              });     int num_buckets = buckets.size();    int bucket_index = 0;    int workload_index = 0;    for (const auto& bucket : sortedBuckets) {        bucket_info[bucket_index].x = workload_index; // bucket start        bucket_info[bucket_index].y = bucket.second.size(); // bucket size        bucket_info[bucket_index].z = (bucket.second[0] >> 42ULL) & ((1ULL<<20ULL)-1); // bucket ix        bucket_info[bucket_index].w = (bucket.second[0] >> 32ULL) & ((1ULL<<10ULL)-1); // bucket c         for (uint64_t idx : bucket.second) {            workload_indices[workload_index++] = (int)(idx & ((1ULL<<31ULL)-1ULL));        }        bucket_index++;    }     // Step 3: Copy data from host to device (async until the last one to avoid synchronising CPU/GPU twice)    // todo - could use CUDA events (even without streams) to avoid CPU/GPU synchronisation completely    int4* d_bucket_info = (int4*)scratch;    int*  d_workload_indices = (int*)(scratch + B*T*num_c_groups * sizeof(int4));    cudaCheck(cudaMemcpyAsync(d_bucket_info, bucket_info, num_buckets * sizeof(int4), cudaMemcpyHostToDevice));    cudaCheck(cudaMemcpy(d_workload_indices, workload_indices, total_items * sizeof(int), cudaMemcpyHostToDevice));     // Launch wte kernel    // todo - profile block sizes on more content (depends on number of buckets and on GPU?)    wte_backward_kernel<256><<<num_buckets, 256>>>(dwte, d_bucket_info, d_workload_indices, dout, inp, seed, B, T, C);    cudaCheck(cudaGetLastError());}