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Vulkan compute kernels for Android LLM inference

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Krystian Wiewiór · · 5 min read

Vulkan compute kernels for Android LLM inference

Meta description: Learn how custom Vulkan compute shaders bypass NNAPI and TFLite to double on-device LLM token throughput on Android with GPU-native attention kernels.

Tags: android, mobile, architecture, kotlin, backend

TL;DR

NNAPI and TFLite delegates add abstraction layers that cost you 40-60% of your mobile GPU’s raw compute potential. By writing custom Vulkan compute shaders—tiled matrix multiplication, fused softmax attention, and memory-mapped weight loading—you can bypass that overhead entirely. I’ll walk through the architecture, share dispatch tuning strategies for Adreno 750 vs. Mali-G720, and present benchmarks showing a 2x tokens/s improvement on Snapdragon 8 Gen 4 hardware.

GPU-native AI compute is going on-device

Microsoft just announced the Surface Laptop Ultra and Surface RTX Spark Dev Box at Build, both powered by Nvidia’s RTX Spark chips arriving later this year. GPU-native AI workloads are moving from cloud to device. On Android, we have the same opportunity, but the tooling hasn’t caught up. NNAPI was designed for delegate-based dispatch, not the fine-grained kernel control that LLM inference demands.

I’ve built production systems running 1B-3B parameter models on-device, and the framework tax is real. Most teams assume TFLite’s GPU delegate is “close enough.” It’s not, and the gap is bigger than you’d expect.

Why NNAPI and TFLite fall short

FactorTFLite GPU DelegateCustom Vulkan Kernels
Operator fusionLimited, predefined patternsFully custom fused ops
Memory managementFramework-controlled allocationsExplicit VkBuffer with memory-mapped weights
Workgroup tuningGeneric, one-size-fits-allPer-GPU architecture dispatch
Attention implementationDecomposed into separate opsFused flash-attention-style kernel
Weight loadingDeserialized at runtimeMemory-mapped directly from .bin
Dispatch overhead per token~2.1 ms (measured on Adreno 750)~0.3 ms

The delegate model means every operation goes through an abstraction that decides how to map your graph to GPU commands. For LLM decode steps—where you’re dispatching kernels thousands of times per generation—that overhead compounds fast.

The architecture: three core kernels

A minimal on-device LLM inference engine needs three custom Vulkan compute shaders. Here’s how they fit together.

1. Tiled matrix multiplication

This is the backbone of every transformer layer. A tiled approach using shared memory keeps data local to the workgroup:

#version 450
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 0, binding = 0) readonly buffer A { float a[]; };
layout(set = 0, binding = 1) readonly buffer B { float b[]; };
layout(set = 0, binding = 2) writeonly buffer C { float c[]; };
shared float tileA[16][16];
shared float tileB[16][16];
// Tile loop with barrier sync between loads

The key insight: tile size must match the GPU’s wavefront/warp width. This is where Adreno and Mali diverge sharply.

2. Fused softmax-attention kernel

Instead of dispatching separate softmax, scaling, and matmul operations, a flash-attention-style fused kernel performs the full QKV attention in a single dispatch. This eliminates three round-trips to global memory per attention head.

3. Memory-mapped weight loading

Rather than deserializing weights through a framework, map the weight file directly into a VkBuffer using AHardwareBuffer or file-backed mmap. On Snapdragon 8 Gen 4, this cuts model load time from ~4 seconds to under 800 ms for a 2B parameter model at FP16.

Dispatch tuning: Adreno 750 vs. Mali-G720

This is where you win or lose in production. The two dominant Android GPU architectures need very different dispatch strategies:

ParameterAdreno 750 (Snapdragon 8 Gen 4)Mali-G720 (Dimensity 9400)
Optimal workgroup size256 (16x16)64 (8x8)
Shared memory per workgroup32 KB16 KB
Wave width64 threads16 threads
Preferred tile size (matmul)16x168x8
Max concurrent dispatches4 compute queues1 compute queue

On Adreno 750, you can aggressively use 16x16 tiles with 32 KB of shared memory. Mali-G720’s smaller shared memory and narrower waves mean you must drop to 8x8 tiles or you’ll spill to global memory and negate the entire benefit.

In my benchmarking pipeline, I runtime-detect the GPU via vkGetPhysicalDeviceProperties and select the appropriate SPIR-V variant at startup. A simple Kotlin dispatch layer handles this:

val workgroupSize = when {
    gpuName.contains("Adreno 7") -> 256
    gpuName.contains("Mali-G7")  -> 64
    else -> 128 // conservative fallback
}

Benchmarks: the 2x improvement

Tested on Snapdragon 8 Gen 4 reference hardware running a 2B parameter LLaMA-style model at FP16, generating 128 tokens:

EngineTokens/sPeak MemoryTime to First Token
TFLite GPU delegate11.22.8 GB380 ms
NNAPI (GPU path)9.73.1 GB420 ms
Custom Vulkan kernels22.82.1 GB190 ms

The 2x improvement in tokens/s breaks down like this: eliminated dispatch overhead accounts for roughly 35%, fused attention kernels contribute about 40%, and memory-mapped weight loading covers the remaining 25% through reduced memory pressure translating to sustained throughput.

What to do with this

Start with the fused attention kernel. If you only write one custom shader, make it the QKV attention fusion—it recovers roughly 40% of the framework overhead on its own and gives you the best return on effort.

Before you optimize compute, profile dispatch overhead. Use VK_EXT_debug_utils timestamps to measure per-dispatch cost. On most Android devices, the bottleneck isn’t slow math—it’s slow dispatch. That surprised me the first time I profiled a decode loop.

Ship per-GPU SPIR-V variants. A single “universal” workgroup configuration leaves 30-50% of performance on the table. Runtime GPU detection with pre-compiled shader variants is the minimum viable approach for production. Yes, it’s annoying to maintain multiple shader builds. It’s worth it.


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