Offload layers to GPU based on new model size estimates (#1850)

* select layers based on estimated model memory usage

* always account for scratch vram

* dont load +1 layers

* better estmation for graph alloc

* Update gpu/gpu_darwin.go

Co-authored-by: Bruce MacDonald <brucewmacdonald@gmail.com>

* Update llm/llm.go

Co-authored-by: Bruce MacDonald <brucewmacdonald@gmail.com>

* Update llm/llm.go

* add overhead for cuda memory

* Update llm/llm.go

Co-authored-by: Bruce MacDonald <brucewmacdonald@gmail.com>

* fix build error on linux

* address comments

---------

Co-authored-by: Bruce MacDonald <brucewmacdonald@gmail.com>
This commit is contained in:
Jeffrey Morgan
2024-01-08 16:42:00 -05:00
committed by GitHub
parent 7e8f7c8358
commit 08f1e18965
10 changed files with 161 additions and 154 deletions

View File

@@ -16,8 +16,6 @@ import (
"runtime"
"sync"
"unsafe"
"github.com/jmorganca/ollama/api"
)
type handles struct {
@@ -133,31 +131,14 @@ func getCPUMem() (memInfo, error) {
func CheckVRAM() (int64, error) {
gpuInfo := GetGPUInfo()
if gpuInfo.FreeMemory > 0 && (gpuInfo.Library == "cuda" || gpuInfo.Library == "rocm") {
return int64(gpuInfo.FreeMemory), nil
// allocate 384MiB for llama.cpp overhead (outside of model)
overhead := uint64(384 * 1024 * 1024)
if gpuInfo.FreeMemory <= overhead {
return 0, nil
}
return int64(gpuInfo.FreeMemory - overhead), nil
}
return 0, fmt.Errorf("no GPU detected") // TODO - better handling of CPU based memory determiniation
}
func NumGPU(numLayer, fileSizeBytes int64, opts api.Options) int {
if opts.NumGPU != -1 {
return opts.NumGPU
}
info := GetGPUInfo()
if info.Library == "cpu" || info.Library == "default" {
return 0
}
/*
Calculate bytes per layer, this will roughly be the size of the model file divided by the number of layers.
We can store the model weights and the kv cache in vram,
to enable kv chache vram storage add two additional layers to the number of layers retrieved from the model file.
*/
bytesPerLayer := uint64(fileSizeBytes / numLayer)
// 75% of the absolute max number of layers we can fit in available VRAM, off-loading too many layers to the GPU can cause OOM errors
layers := int(info.FreeMemory/bytesPerLayer) * 3 / 4
log.Printf("%d MB VRAM available, loading up to %d %s GPU layers out of %d", info.FreeMemory/(1024*1024), layers, info.Library, numLayer)
return layers
}