Breeze encoder chunked vram - #431
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The encoder graph was built at the exact reference-audio length, so conv activations grew linearly (~45 MiB/s of reference) and every new length triggered a full graph rebuild; a 60 s reference cost ~2.5 GB extra over a 6 s one. Split the encoder into two graphs. The conv stack now runs on fixed 5 s chunks (120000 samples) preceded by a 9600-sample left overlap that covers the stack's exact 5240-sample receptive field; chunk lengths are multiples of the 960x transformer stride, so no per-stage right padding occurs and the discarded overlap frames absorb the zero left pads that represent audio start in the first chunk. Stitched outputs are bit-identical to a single-pass encode of the same input (verified over 68 frames x 16 codebooks). The transformer, downsample, and projections run once over the full frame sequence at frame scale, where even minute-long references cost only tens of MiB. Measured on a 2080 Ti (Vulkan, native q8_0 GGUF, peak minus idle baseline): the VRAM slope over reference length drops from ~45 MiB/s to ~11 MiB/s (remaining slope is the frame-scale transformer graph and the longer AR prefill from reference codes), and a 60 s reference peaks ~1.4 GB lower. Encode time for 60 s improves from 3561 ms to 2197 ms.
The transformer graph was rebuilt at the exact frame count for every distinct reference length. Round the capacity up to 125-frame (5 s) buckets so lengths within a bucket share one graph. Unused bucket frames are replicate-padded to match the downsample conv's Replicate right pad; causal attention keeps padding frames invisible to real frames. Verified bit-identical reference codes vs exact-length graphs at 6 s and 15 s; odd lengths show sub-1% last-frame diffs from flash-attention tiling, the same accepted noise class as the pre-existing length sensitivity. Single-run peak VRAM is unchanged.
Vulkan previously paid a cast round trip (f32->bf16->f32, two kernels, a bf16 intermediate tensor) at every activation-rounding point of the breeze decoder. Add a round_bf16 compute shader (f32/f16/bf16 in, always f32 out, round-to-nearest-even via the same fp32_to_bf16 bit trick the cpy shaders use), register pipelines indexed by source type, handle the widened f32 dst in the unary pipeline selection and op-support checks, and enable fused_round for Vulkan in the breeze activation-cast policy. Verified bit-identical breeze reference codes vs the cast round trip at 6 s and 15 s references. Peak VRAM on a 2080 Ti drops ~250 MiB at a 60 s reference (5491 -> 5239 MiB); no measurable change at 6 s.
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@IIIIIllllIIIIIlllll On my machine, this PR causes regressions: (1) the CUDA mispronunciation issue seems to be back, and (2) Vulkan produces noise. Can you check? |
No problem. |
The breeze activation-rounding policy admits row-strided views into ggml_round_bf16 (ggml_is_contiguous_rows gate in qwen_decoder). The Vulkan port dispatched every input to the flat shader, which indexes the source as a contiguous array, so row-strided views read garbage and clone output degenerated into noise. Route non-contiguous inputs to a new round_bf16_strided shader built on generic_unary_head (same pattern as sigmoid_strided), keeping the flat fast path for contiguous inputs.
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@0xShug0 Both issues investigated with your exact commands. Findings: (2) Vulkan noise — real bug, root-caused and fixed in 3215194. (1) CUDA mispronunciation — not a regression from this PR, as far as I can tell. On my 2080 Ti with your exact command (q8_0 native load, 60 s ref, seed 42) the coin flip lands the other way: the dev build says "audio CPE" and the PR build says "audio.cpp" correctly. Encoder reference codes at 60 s differ dev-vs-PR in 5.0% of code elements — below the old implementation's own length sensitivity (7.1% for the same audio encoded at different reference lengths, no PR code involved). The bf16 activation rounding makes the AR trajectory chaotic, so any last-ulp encoder difference can flip marginal tokens like "audio.cpp" in either direction per machine. Happy to dig further if you see a systematic (multi-seed) degradation rather than single-sample flips. Could you re-test Vulkan on 3215194? |
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Follow-up with one more data point: I ran the official PyTorch Breeze-TTS-2 implementation (eager, same inputs, seed 42) as ground truth on both scenarios:
So on the CUDA scenario the official reference itself produces the "mispronounced" variant, and each build flips this marginal token depending on machine and last-ulp noise. There is no systematic direction to the divergence — it is the known bf16-trajectory sensitivity, not a regression introduced here. |
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@IIIIIllllIIIIIlllll Looks good to me and ready to merge. I will just consider pronunciation instability as the model issue.
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@IIIIIllllIIIIIlllll I’m going to merge dev and make a checkpoint release. We got the official VibeASR port from the MS team, and I’ll prioritize it after the release. Meanwhile, would you like to open an issue in the official repo? The response from the Breeze team:
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No problem, about those incorrect audio clips, right? |
Yes, the pronunciation instability and collopse issues. |
* breeze: chunk the speech-encoder conv stack to bound clone VRAM The encoder graph was built at the exact reference-audio length, so conv activations grew linearly (~45 MiB/s of reference) and every new length triggered a full graph rebuild; a 60 s reference cost ~2.5 GB extra over a 6 s one. Split the encoder into two graphs. The conv stack now runs on fixed 5 s chunks (120000 samples) preceded by a 9600-sample left overlap that covers the stack's exact 5240-sample receptive field; chunk lengths are multiples of the 960x transformer stride, so no per-stage right padding occurs and the discarded overlap frames absorb the zero left pads that represent audio start in the first chunk. Stitched outputs are bit-identical to a single-pass encode of the same input (verified over 68 frames x 16 codebooks). The transformer, downsample, and projections run once over the full frame sequence at frame scale, where even minute-long references cost only tens of MiB. Measured on a 2080 Ti (Vulkan, native q8_0 GGUF, peak minus idle baseline): the VRAM slope over reference length drops from ~45 MiB/s to ~11 MiB/s (remaining slope is the frame-scale transformer graph and the longer AR prefill from reference codes), and a 60 s reference peaks ~1.4 GB lower. Encode time for 60 s improves from 3561 ms to 2197 ms. * breeze: bucket speech-encoder transformer graph capacity The transformer graph was rebuilt at the exact frame count for every distinct reference length. Round the capacity up to 125-frame (5 s) buckets so lengths within a bucket share one graph. Unused bucket frames are replicate-padded to match the downsample conv's Replicate right pad; causal attention keeps padding frames invisible to real frames. Verified bit-identical reference codes vs exact-length graphs at 6 s and 15 s; odd lengths show sub-1% last-frame diffs from flash-attention tiling, the same accepted noise class as the pre-existing length sensitivity. Single-run peak VRAM is unchanged. * ggml-vulkan, breeze: fused round-to-bf16 unary op on Vulkan Vulkan previously paid a cast round trip (f32->bf16->f32, two kernels, a bf16 intermediate tensor) at every activation-rounding point of the breeze decoder. Add a round_bf16 compute shader (f32/f16/bf16 in, always f32 out, round-to-nearest-even via the same fp32_to_bf16 bit trick the cpy shaders use), register pipelines indexed by source type, handle the widened f32 dst in the unary pipeline selection and op-support checks, and enable fused_round for Vulkan in the breeze activation-cast policy. Verified bit-identical breeze reference codes vs the cast round trip at 6 s and 15 s references. Peak VRAM on a 2080 Ti drops ~250 MiB at a 60 s reference (5491 -> 5239 MiB); no measurable change at 6 s. * ggml-vulkan: handle row-strided inputs in fused round-to-bf16 The breeze activation-rounding policy admits row-strided views into ggml_round_bf16 (ggml_is_contiguous_rows gate in qwen_decoder). The Vulkan port dispatched every input to the flat shader, which indexes the source as a contiguous array, so row-strided views read garbage and clone output degenerated into noise. Route non-contiguous inputs to a new round_bf16_strided shader built on generic_unary_head (same pattern as sigmoid_strided), keeping the flat fast path for contiguous inputs.
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@0xShug0 As for test cases, I couldn't find many other useful ones. The very first one came from some extremely, extremely, extremely abstract netizen who used this model with a bunch of embarrassingly cringe prompts, so I tested mine with the same prompts and got degraded audio — and I've been using that ever since. You may not be able to make out what's being said, but that's okay — you'll definitely be able to hear the degraded, messy parts, and those can also be detected programmatically (if it weren't for my insistence, the stupid AI wouldn't even know those are all degraded products!). I've also submitted this to the official repository. So at this point, both audio cloning and voice design have confirmed that the official framework has the same issues. Pay attention to the file with seed 56 — from 18 seconds onward, it completely collapses. 官方完整-seed56-中高频双降.wav |
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Thanks for spending so much time digging into this! This gives us much more confidence that we’re looking at a model limitation. Let's see what the Breeze team says. The test prompt is hilarious 😄
That's a good observation! |
Make clone reference VRAM (near-)constant instead of O(reference length)
Changes
speech_encoder.cpp): fixed 5 schunks + 9600-sample overlap covering the exact 5240-sample receptive
field; chunk boundaries align the 960x transformer stride, so stitched
outputs are bit-identical to a single-pass encode. The transformer still
runs once at frame scale.
replicate-padded): one graph per bucket, no rebuild churn in
long-lived sessions.
round_bf16.comp): singlekernel replacing the f32→bf16→f32 cast round trip, numerically identical.
Results (2080 Ti, q8_0, clone, peak VRAM)
VRAM slope vs reference length: ~45 MiB/s → ~10 MiB/s.
Testing
implementation.
retention.
AI usage: Kimi K3
If you have time, could you please take a look and see if this improvement direction is feasible? Thanks~