engram: batch-cosine Adapter/Strategy/Factory over ggml, supersedes hand-rolled PR #114
El SDK CI - dev / build-and-test (pull_request) Failing after 4m29s

Stop hand-rolling GPU kernels for batch cosine similarity — use ggml (the
MIT-licensed compute library underneath llama.cpp, installed standalone via
Homebrew) as the preferred backend, without ripping out PR #114's
carefully-verified hand-rolled Metal shader.

Structure: one stable public adapter (eg_cosine_batch.h, zero #ifdef at call
sites) backed by three selectable concrete Strategies behind an internal
vtable (eg_cosine_batch_strategy.h) chosen by a Factory (eg_cosine_batch.c):

  - eg_cosine_batch_strategy_ggml.c    — NEW. ggml + dynamically-loaded Metal
                                          backend plugin (ggml_backend_load_all_from_path
                                          + ggml_mul_mat for the batched dot
                                          product), gather/scatter around the
                                          -2.0 sentinel contract.
  - eg_cosine_batch_strategy_metal_hand.m — PR #114's original hand-rolled
                                          Metal shader bridge, preserved
                                          almost verbatim, now one strategy
                                          among several rather than the only
                                          option. eg_cosine_batch.metal kept
                                          byte-identical to the original.
  - eg_cosine_batch_strategy_cpu.c     — universal always-false fallback
                                          (direct descendant of PR #114's
                                          eg_metal_cosine_stub.c).

Selection: EL_COSINE_BATCH_STRATEGY=ggml|metal|cpu|auto (default: ggml first,
then hand-rolled Metal, then CPU — first available wins), plus back-compat
EL_METAL_COSINE=0 to disable every GPU-backed strategy. build_vindex_bench.sh
compiles all three strategies on Darwin, CPU-fallback-only elsewhere.

vindex_bench.c now reports BRUTE-GGML and BRUTE-METAL side by side against
the same CPU oracle, on the same dataset, in one run (real numbers vs. real
store snapshot in the PR body).
This commit is contained in:
bigmerge
2026-08-15 17:16:41 -05:00
parent 2555e363a6
commit b3f410fc91
9 changed files with 1372 additions and 5 deletions
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/* eg_cosine_batch_strategy.h — internal Strategy interface, NOT for call
* sites (they use eg_cosine_batch.h). Only eg_cosine_batch.c's factory and
* the concrete strategy implementation files include this.
*
* Each concrete strategy exposes exactly one getter returning a pointer to a
* static, immutable EgCosineBatchStrategy vtable. Which getters actually
* exist as linkable symbols is a BUILD-TIME concern (decided by
* build_vindex_bench.sh / the engram daemon's own build, via which .c/.m
* files get compiled per platform) gated by the EG_HAVE_STRATEGY_* macros
* below — the factory in eg_cosine_batch.c is the ONLY place that branches
* on those macros. Call sites never see them; that's the whole point of the
* Adapter in eg_cosine_batch.h.
*
* Three concrete strategies exist:
* eg_cosine_batch_strategy_ggml() — ggml + dynamically-loaded Metal
* backend plugin. Darwin only in
* this build; the default
* preferred strategy wherever
* available. EG_HAVE_STRATEGY_GGML.
* eg_cosine_batch_strategy_metal_hand() — the original hand-rolled Metal
* compute shader from PR #114
* (eg_cosine_batch.metal),
* preserved verbatim as a
* selectable fallback strategy,
* not deleted. Darwin only.
* EG_HAVE_STRATEGY_METAL_HAND.
* eg_cosine_batch_strategy_cpu() — universal always-false
* fallback. Always compiled, on
* every platform; this is what a
* non-Darwin build links
* exclusively (matching PR #114's
* eg_metal_cosine_stub.c), and
* what any platform falls back
* to when no real strategy is
* available at runtime.
*/
#ifndef EG_COSINE_BATCH_STRATEGY_H
#define EG_COSINE_BATCH_STRATEGY_H
#include <stdint.h>
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct EgCosineBatchStrategy {
/* Stable, short, lowercase-hyphenated identifier — what
* eg_cosine_batch_strategy_name() surfaces. Never NULL. */
const char* name;
/* Cheap after the first call (lazy init, cached internally). Must never
* throw/crash/hang — mirrors eg_cosine_batch_available()'s contract. */
bool (*available)(void);
/* Same shape/contract as eg_cosine_batch() in eg_cosine_batch.h. */
bool (*batch)(const float* query, int32_t qdim,
const float* const* node_ptrs, const int32_t* node_dims,
int32_t n, double* out_scores);
/* Same shape/contract as eg_cosine_batch_multi() in eg_cosine_batch.h. */
bool (*batch_multi)(const float* queries, int32_t qdim, int32_t nq,
const float* const* node_ptrs, const int32_t* node_dims,
int32_t n, double* out_scores);
} EgCosineBatchStrategy;
#ifdef EG_HAVE_STRATEGY_GGML
const EgCosineBatchStrategy* eg_cosine_batch_strategy_ggml(void);
#endif
#ifdef EG_HAVE_STRATEGY_METAL_HAND
const EgCosineBatchStrategy* eg_cosine_batch_strategy_metal_hand(void);
#endif
/* Always declared/linked, on every platform/build. */
const EgCosineBatchStrategy* eg_cosine_batch_strategy_cpu(void);
#ifdef __cplusplus
}
#endif
#endif /* EG_COSINE_BATCH_STRATEGY_H */