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100 lines
3.5 KiB
C++
100 lines
3.5 KiB
C++
#pragma once
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#include "engine/framework/assets/tensor_source.h"
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#include "engine/framework/core/execution_context.h"
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <vector>
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namespace engine::models::fish_drama3 {
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struct Drama3BackboneDecoderConfig {
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int64_t vocab_size = 252288;
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int64_t hidden_size = 2048;
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int64_t intermediate_size = 512;
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int64_t experts = 256;
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int64_t experts_per_token = 8;
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int64_t layers = 40;
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int64_t heads = 16;
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int64_t kv_heads = 2;
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int64_t head_dim = 256;
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int64_t full_attention_interval = 4;
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int64_t linear_conv_kernel_dim = 4;
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int64_t linear_key_head_dim = 128;
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int64_t linear_num_key_heads = 16;
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int64_t linear_num_value_heads = 32;
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int64_t linear_value_head_dim = 128;
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float rms_norm_eps = 1.0e-6F;
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float rope_theta = 10000000.0F;
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float partial_rotary_factor = 0.25F;
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std::string weight_prefix = "model.language_model";
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std::string lm_head_prefix = "lm_head";
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bool tie_word_embeddings = false;
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std::vector<int32_t> lm_head_token_ids;
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// drama3-small: rows of the output head. 0 means the full vocabulary; a speech-only
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// head has codebook_size + 1 rows ordered [EOS, semantic 0..codebook_size-1].
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int64_t lm_head_rows = 0;
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// drama3-small: routed experts kept in each layer (adaptive pruning). Empty means
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// `experts` in every layer; otherwise one entry per layer, each <= `experts`.
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std::vector<int64_t> experts_per_layer;
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bool round_bf16_activations = false;
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bool fused_moe = false;
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ggml_type kv_cache_type = GGML_TYPE_F16;
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int64_t kv_cache_alignment = 1;
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int64_t decode_cache_steps = 2048;
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int64_t cpu_expert_layers = 0;
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bool disk_experts = false;
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bool pin_experts = false;
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int64_t expert_cache_size = 32;
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int64_t disk_expert_read_threads = 1;
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size_t prefill_cache_bytes = 256u * 1024u * 1024u;
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bool profile_prefill_cache = false;
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};
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struct Drama3BackboneDecoderForwardResult {
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std::vector<float> hidden;
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int64_t steps = 0;
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};
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class Drama3BackboneDecoderRuntime {
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public:
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Drama3BackboneDecoderRuntime(
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std::shared_ptr<const engine::assets::TensorSource> weights,
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Drama3BackboneDecoderConfig config,
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engine::core::ExecutionContext & execution,
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size_t graph_arena_bytes,
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size_t weight_context_bytes,
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engine::assets::TensorStorageType storage_type);
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~Drama3BackboneDecoderRuntime();
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Drama3BackboneDecoderRuntime(const Drama3BackboneDecoderRuntime &) = delete;
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Drama3BackboneDecoderRuntime & operator=(const Drama3BackboneDecoderRuntime &) = delete;
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std::vector<float> token_embedding(const std::vector<int32_t> & token_ids);
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Drama3BackboneDecoderForwardResult forward_embeddings(const std::vector<float> & embeddings, int64_t steps);
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std::vector<float> lm_head(const std::vector<float> & hidden);
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void release_prefill_graphs();
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void release_graphs();
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class DecodeSession {
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public:
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virtual ~DecodeSession() = default;
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virtual void reset(bool invalidate_experts = false) = 0;
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virtual Drama3BackboneDecoderForwardResult prefill_embeddings(
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const std::vector<float> & embeddings,
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int64_t steps) = 0;
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virtual std::vector<float> run_embedding_step(const std::vector<float> & embedding) = 0;
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virtual int64_t valid_steps() const noexcept = 0;
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};
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std::unique_ptr<DecodeSession> create_decode_session(int64_t cache_steps);
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private:
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class Impl;
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std::unique_ptr<Impl> impl_;
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};
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} // namespace engine::models::fish_drama3
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