Releases: ggerganov/llama.cpp
Releases · ggerganov/llama.cpp
b4154
b4153
ci: Update oneAPI runtime dll packaging (#10428) This is the minimum runtime dll dependencies for oneAPI 2025.0
b4151
CANN: Support Ascend310P to accelerate F32 and F16 Model (#10216) * CANN Support Ascend310P to accelerate F32 and F16 Model * Add compile option soc type macro ASCEND_310P to ggml-cann lib * Remove unused code * Remove the ascend soc_type hard code compile option in CMakelist.txt
b4150
cuda : optimize argmax (#10441) * cuda : optimize argmax * remove unused parameter ggml-ci * fixup : use full warps ggml-ci * Apply suggestions from code review Co-authored-by: Johannes Gäßler <[email protected]> * fix ub * ggml : check ne00 <= INT32_MAX in argmax and argsort --------- Co-authored-by: Johannes Gäßler <[email protected]>
b4149
llama : handle KV shift for recurrent models (#10402) ggml-ci
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sync : ggml
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llama : add .clang-format file (#10415)
b4142
vulkan: copy iq4_nl LUT into shared memory (#10409)
b4141
vulkan: further optimize mul_mat_vec using larger loads (#10387) * vulkan: Use pipeline_robustness to disable robustness in mul_mat_vec. Add some early returns for nonexistent rows in mul_mat_vec shaders. These can only be hit when dispatching a 2D grid of workgroups. Fix the logic for the 2D grid of workgroups to round up. Enable the pipeline robustness extension if it's available, and use it to disable robustness for these pipelines. The instructions to do the bounds checking contend for the same ALU resources as the bit twiddling dequant instructions. * vulkan: Add GLSL structure aliases for quant types to allow larger loads In Vulkan it's not possible to cast pointer types, so instead you have to declare an aliased binding for the memory with a different type. This commit adds aliases for the quant formats using 16b ints, and in a few places where the struct size is a multiple of 4 also using 32b ints. Currently only q4_k's aliases are used, but others will be used in subsequent commits. * vulkan: use larger loads in q5_k and q6_k shaders. Similar to the optimization I did in q4_k recently, this vectorizes some loads and reduces the number of bit twiddling instructions. * vulkan: use larger K step per iteration in mul_mat_vec. Add vec4 dequantization functions, and use them to do K=8 per iteration in mul_mat_vec. This uses 16b loads for the quant values and 128b loads for B which helps reduce the load on the memory system. The K_PER_ITER==2 logic is still there, just for F16/F32, and really only because they support unaligned sizes. Tweak the num_iters/unrolling logic to be simpler and catch a couple missed unrolling opportunities.
b4139
Fix missing file renames in Makefile due to changes in commit ae8de6d…