[ET-VK][qconv] Add software fallback for dotPacked4x8AccSatEXT in q8ta_ shaders#17704
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SS-JIA merged 1 commit intogh/SS-JIA/447/basefrom Feb 25, 2026
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[ET-VK][qconv] Add software fallback for dotPacked4x8AccSatEXT in q8ta_ shaders#17704SS-JIA merged 1 commit intogh/SS-JIA/447/basefrom
SS-JIA merged 1 commit intogh/SS-JIA/447/basefrom
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…a_ shaders Devices that lack VK_KHR_shader_integer_dot_product (older GPUs, emulators) currently fail with ShaderNotSupportedError when running int8-quantized conv2d/linear because the q8ta_ shaders unconditionally require GL_EXT_integer_dot_product. This adds fallback SPIR-V variants that use a pure-GLSL software implementation so those devices can still execute the operators at a performance cost. Approach: compile-time macro USE_INT8_DOT_PRODUCT_EXT selects the implementation. Each affected YAML file gains a *_fallback shader variant compiled with USE_INT8_DOT_PRODUCT_EXT=0. At C++ dispatch time, adapter_ptr()->supports_int8_dot_product() picks the matching variant. Changes: - common.glslh: add dotPacked4x8Acc_fallback() and dotPacked4x8AccSat() dispatch macro - linear_fp_output_tile_int8_int8_compute.glslh: guard extension + use macro - q8ta_conv2d/pw/linear/linear_gemv .glsl: inject USE_INT8_DOT_PRODUCT_EXT template define, guard extension, replace direct EXT calls with macro - q8ta_conv2d/pw/linear/linear_gemv .yaml: add USE_INT8_DOT_PRODUCT_EXT parameter and *_fallback shader variants - Q8taConv2d/PW/Linear/LinearGemv .cpp: call supports_int8_dot_product() to select hardware vs. fallback variant at runtime Differential Revision: [D94314256](https://our.internmc.facebook.com/intern/diff/D94314256/) [ghstack-poisoned]
🔗 Helpful Links🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/17704
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…a_ shaders Devices that lack VK_KHR_shader_integer_dot_product (older GPUs, emulators) currently fail with ShaderNotSupportedError when running int8-quantized conv2d/linear because the q8ta_ shaders unconditionally require GL_EXT_integer_dot_product. This adds fallback SPIR-V variants that use a pure-GLSL software implementation so those devices can still execute the operators at a performance cost. Approach: compile-time macro USE_INT8_DOT_PRODUCT_EXT selects the implementation. Each affected YAML file gains a *_fallback shader variant compiled with USE_INT8_DOT_PRODUCT_EXT=0. At C++ dispatch time, adapter_ptr()->supports_int8_dot_product() picks the matching variant. Changes: - common.glslh: add dotPacked4x8Acc_fallback() and dotPacked4x8AccSat() dispatch macro - linear_fp_output_tile_int8_int8_compute.glslh: guard extension + use macro - q8ta_conv2d/pw/linear/linear_gemv .glsl: inject USE_INT8_DOT_PRODUCT_EXT template define, guard extension, replace direct EXT calls with macro - q8ta_conv2d/pw/linear/linear_gemv .yaml: add USE_INT8_DOT_PRODUCT_EXT parameter and *_fallback shader variants - Q8taConv2d/PW/Linear/LinearGemv .cpp: call supports_int8_dot_product() to select hardware vs. fallback variant at runtime Differential Revision: [D94314256](https://our.internmc.facebook.com/intern/diff/D94314256/) ghstack-source-id: 344664015 Pull Request resolved: #17704
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Stack from ghstack (oldest at bottom):
Devices that lack VK_KHR_shader_integer_dot_product (older GPUs, emulators)
currently fail with ShaderNotSupportedError when running int8-quantized
conv2d/linear because the q8ta_ shaders unconditionally require
GL_EXT_integer_dot_product. This adds fallback SPIR-V variants that use a
pure-GLSL software implementation so those devices can still execute the
operators at a performance cost.
Approach: compile-time macro USE_INT8_DOT_PRODUCT_EXT selects the
implementation. Each affected YAML file gains a *_fallback shader variant
compiled with USE_INT8_DOT_PRODUCT_EXT=0. At C++ dispatch time,
adapter_ptr()->supports_int8_dot_product() picks the matching variant.
Changes:
dispatch macro
template define, guard extension, replace direct EXT calls with macro
parameter and *_fallback shader variants
select hardware vs. fallback variant at runtime
Differential Revision: D94314256