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el/lang/runtime/eg_cosine_batch.metal
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bigmerge b3f410fc91
El SDK CI - dev / build-and-test (pull_request) Failing after 4m29s
engram: batch-cosine Adapter/Strategy/Factory over ggml, supersedes hand-rolled PR #114
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).
2026-08-15 17:16:41 -05:00

157 lines
6.8 KiB
Metal

/* eg_cosine_batch.metal — batched cosine similarity, one query vs N node vectors.
*
* GPU-shaped counterpart to eg_cosine() in el_runtime.c: same math, same
* dim-mismatch/zero-norm sentinel (-2.0), applied to N independent rows in
* parallel instead of one pair at a time in a CPU loop.
*
* Semantics MUST match eg_cosine() exactly:
* - inputs are raw, UNNORMALIZED vectors (nomic-embed-text magnitudes are
* not 1.0) — this kernel computes the full dot/(|a|*|b|) cosine, not a
* plain dot product.
* - a node whose declared dim differs from the query dim, or whose norm is
* zero, scores exactly -2.0 (below any valid cosine in [-1,1]), so a
* caller doing `if (score > threshold)` behaves identically whether the
* scalar or the batched path filled the array.
*
* Precision: Apple GPUs do not support double in Metal Shading Language —
* everything here is float32. eg_cosine accumulates in CPU double, but its
* *inputs* are float32 embeddings, so the achievable precision ceiling is
* bounded by the input data regardless of accumulator width. To keep the
* float32 reduction from drifting relative to the double-accumulated CPU
* result across dim=768 terms, each thread accumulates with 4 independent
* partial sums (unrolled) rather than one running scalar — the same
* error-reduction trick already used by the CPU brute-force loop in
* vindex_bench.c. The measured float-vs-double delta is reported in the PR
* description; this is not assumed to be "close enough" without measurement.
*/
#include <metal_stdlib>
using namespace metal;
/* Per-dispatch invariants. `dim` is the query's dimensionality — the
* dimensionality every comparable node vector must match. */
struct EgCosineParams {
uint n; /* number of node rows */
uint dim; /* vector width (both query and node rows are `dim` wide in
* the packed buffer; node_dims[] carries each node's REAL
* embedded dim for the mismatch check) */
};
/* One thread per node row. node_matrix is n*dim floats, row-major, packed at
* `dim` stride regardless of a row's real dim (the CPU side zero-pads or
* skips packing rows that don't match — see eg_cosine_batch_metal in
* eg_metal_cosine.m for the exact packing contract). node_dims[i] is the
* node's true emb_dim, used only for the mismatch sentinel — never used to
* index, since every row is packed at uniform `dim` stride. */
kernel void eg_cosine_batch_kernel(
device const float* query [[buffer(0)]],
device const float* node_matrix [[buffer(1)]],
device const int* node_dims [[buffer(2)]],
constant EgCosineParams& p [[buffer(3)]],
device float* out_scores [[buffer(4)]],
uint gid [[thread_position_in_grid]])
{
if (gid >= p.n) return;
if (node_dims[gid] != int(p.dim)) {
out_scores[gid] = -2.0f;
return;
}
device const float* row = node_matrix + (uint64_t)gid * (uint64_t)p.dim;
/* 4-way partial accumulation — same shape as vindex_bench.c's brute_topk
* unroll, done here for float32 accuracy rather than raw throughput. */
float dot0 = 0.0f, dot1 = 0.0f, dot2 = 0.0f, dot3 = 0.0f;
float na0 = 0.0f, na1 = 0.0f, na2 = 0.0f, na3 = 0.0f;
float nb0 = 0.0f, nb1 = 0.0f, nb2 = 0.0f, nb3 = 0.0f;
uint d = 0;
uint dim4 = p.dim & ~3u;
for (; d < dim4; d += 4) {
float a0 = row[d], b0 = query[d];
float a1 = row[d+1], b1 = query[d+1];
float a2 = row[d+2], b2 = query[d+2];
float a3 = row[d+3], b3 = query[d+3];
dot0 += a0*b0; dot1 += a1*b1; dot2 += a2*b2; dot3 += a3*b3;
na0 += a0*a0; na1 += a1*a1; na2 += a2*a2; na3 += a3*a3;
nb0 += b0*b0; nb1 += b1*b1; nb2 += b2*b2; nb3 += b3*b3;
}
float dot = (dot0 + dot1) + (dot2 + dot3);
float na = (na0 + na1) + (na2 + na3);
float nb = (nb0 + nb1) + (nb2 + nb3);
for (; d < p.dim; d++) {
float a = row[d], b = query[d];
dot += a*b; na += a*a; nb += b*b;
}
if (na <= 0.0f || nb <= 0.0f) {
out_scores[gid] = -2.0f;
return;
}
out_scores[gid] = dot / sqrt(na * nb);
}
/* ── multi-query variant ──────────────────────────────────────────────────
* Same per-pair math as eg_cosine_batch_kernel, but amortizes ONE upload of
* node_matrix (the expensive part at real store size — 13k*768 floats is
* ~42MB) across `nq` queries instead of re-uploading it once per query.
* Measured need: a naive one-query-at-a-time loop calling the single-query
* kernel nq times was SLOWER than the CPU oracle at N≈13.7k (re-gather +
* re-upload dominated the actual compute) — this is the fix, not a
* hypothetical optimization.
*
* 2D grid: x = node index [0,n), y = query index [0,nq). out_scores is
* nq*n, row-major by query (out_scores[qid*n + nid]). */
struct EgCosineMultiParams { uint n; uint dim; uint nq; };
kernel void eg_cosine_batch_multi_kernel(
device const float* queries [[buffer(0)]], /* nq*dim */
device const float* node_matrix [[buffer(1)]], /* n*dim */
device const int* node_dims [[buffer(2)]], /* n */
constant EgCosineMultiParams& p [[buffer(3)]],
device float* out_scores [[buffer(4)]], /* nq*n */
uint2 gid [[thread_position_in_grid]])
{
uint nid = gid.x, qid = gid.y;
if (nid >= p.n || qid >= p.nq) return;
uint64_t out_idx = (uint64_t)qid * (uint64_t)p.n + (uint64_t)nid;
if (node_dims[nid] != int(p.dim)) {
out_scores[out_idx] = -2.0f;
return;
}
device const float* row = node_matrix + (uint64_t)nid * (uint64_t)p.dim;
device const float* query = queries + (uint64_t)qid * (uint64_t)p.dim;
float dot0 = 0.0f, dot1 = 0.0f, dot2 = 0.0f, dot3 = 0.0f;
float na0 = 0.0f, na1 = 0.0f, na2 = 0.0f, na3 = 0.0f;
float nb0 = 0.0f, nb1 = 0.0f, nb2 = 0.0f, nb3 = 0.0f;
uint d = 0;
uint dim4 = p.dim & ~3u;
for (; d < dim4; d += 4) {
float a0 = row[d], b0 = query[d];
float a1 = row[d+1], b1 = query[d+1];
float a2 = row[d+2], b2 = query[d+2];
float a3 = row[d+3], b3 = query[d+3];
dot0 += a0*b0; dot1 += a1*b1; dot2 += a2*b2; dot3 += a3*b3;
na0 += a0*a0; na1 += a1*a1; na2 += a2*a2; na3 += a3*a3;
nb0 += b0*b0; nb1 += b1*b1; nb2 += b2*b2; nb3 += b3*b3;
}
float dot = (dot0 + dot1) + (dot2 + dot3);
float na = (na0 + na1) + (na2 + na3);
float nb = (nb0 + nb1) + (nb2 + nb3);
for (; d < p.dim; d++) {
float a = row[d], b = query[d];
dot += a*b; na += a*a; nb += b*b;
}
if (na <= 0.0f || nb <= 0.0f) {
out_scores[out_idx] = -2.0f;
return;
}
out_scores[out_idx] = dot / sqrt(na * nb);
}