Image-Text-to-Text
Transformers
Safetensors
mage_vl
multimodal
vision-language-model
mage-vl
video-understanding
streaming
conversational
custom_code
Instructions to use microsoft/Mage-VL with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Transformers
How to use microsoft/Mage-VL with Transformers:
# Use a pipeline as a high-level helper from transformers import pipeline pipe = pipeline("image-text-to-text", model="microsoft/Mage-VL", trust_remote_code=True) messages = [ { "role": "user", "content": [ {"type": "image", "url": "https://huggingface.co/datasets/huggingface/documentation-images/resolve/main/p-blog/candy.JPG"}, {"type": "text", "text": "What animal is on the candy?"} ] }, ] pipe(text=messages)# Load model directly from transformers import AutoModelForImageTextToText model = AutoModelForImageTextToText.from_pretrained("microsoft/Mage-VL", trust_remote_code=True, device_map="auto") - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- vLLM
How to use microsoft/Mage-VL with vLLM:
Install from pip and serve model
# Install vLLM from pip: pip install vllm # Start the vLLM server: vllm serve "microsoft/Mage-VL" # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:8000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "microsoft/Mage-VL", "messages": [ { "role": "user", "content": [ { "type": "text", "text": "Describe this image in one sentence." }, { "type": "image_url", "image_url": { "url": "https://cdn.britannica.com/61/93061-050-99147DCE/Statue-of-Liberty-Island-New-York-Bay.jpg" } } ] } ] }'Use Docker
docker model run hf.co/microsoft/Mage-VL
- SGLang
How to use microsoft/Mage-VL with SGLang:
Install from pip and serve model
# Install SGLang from pip: pip install sglang # Start the SGLang server: python3 -m sglang.launch_server \ --model-path "microsoft/Mage-VL" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "microsoft/Mage-VL", "messages": [ { "role": "user", "content": [ { "type": "text", "text": "Describe this image in one sentence." }, { "type": "image_url", "image_url": { "url": "https://cdn.britannica.com/61/93061-050-99147DCE/Statue-of-Liberty-Island-New-York-Bay.jpg" } } ] } ] }'Use Docker images
docker run --gpus all \ --shm-size 32g \ -p 30000:30000 \ -v ~/.cache/huggingface:/root/.cache/huggingface \ --env "HF_TOKEN=<secret>" \ --ipc=host \ lmsysorg/sglang:latest \ python3 -m sglang.launch_server \ --model-path "microsoft/Mage-VL" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "microsoft/Mage-VL", "messages": [ { "role": "user", "content": [ { "type": "text", "text": "Describe this image in one sentence." }, { "type": "image_url", "image_url": { "url": "https://cdn.britannica.com/61/93061-050-99147DCE/Statue-of-Liberty-Island-New-York-Bay.jpg" } } ] } ] }' - Docker Model Runner
How to use microsoft/Mage-VL with Docker Model Runner:
docker model run hf.co/microsoft/Mage-VL
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// Licensed under the MIT License.
#pragma once
#include <ATen/cuda/CUDAContext.h>
#include <cuda.h>
#include <cuda_fp16.h>
#include <cuda_runtime.h>
#include <torch/extension.h>
#include <type_traits>
#include <utility>
// Constrain the generic vec4 helper templates below to genuine 4-lane vector
// types (float4/Half4/short4/char4/uchar4/bool4). We detect them by the
// presence of a `.w` member: all four-component vectors have `.x/.y/.z/.w`,
// whereas scalar library types do NOT — crucially `c10::Half` (and
// `c10::BFloat16`) store their raw bits in a member literally named `x`, so a
// `.x`-based probe would wrongly classify Half as a vector and make these
// templates collide with the scalar Half operators (and with torch's own
// operators) under newer pybind11 / C++20 headers. `.w` is unique to the real
// vectors, so it cleanly separates them.
namespace dcvc_detail {
template <typename T, typename = void>
struct is_vec4 : ::std::false_type {};
template <typename T>
struct is_vec4<T, ::std::void_t<decltype(::std::declval<T&>().w)>> : ::std::true_type {};
} // namespace dcvc_detail
#define DCVC_VEC_ENABLE(TT) typename ::std::enable_if<dcvc_detail::is_vec4<TT>::value, int>::type = 0
// T maybe vector type, and may be different from t.dtype
template <typename T>
struct GPUTensor1D {
GPUTensor1D(torch::Tensor& t) : ptr(static_cast<T*>(t.data_ptr())) {}
GPUTensor1D(const torch::Tensor& t) : ptr(static_cast<T*>(t.data_ptr())) {}
GPUTensor1D(T* t) : ptr(static_cast<T*>(t)) { assert(t == nullptr); }
__device__ T& operator[](int idx) { return ptr[idx]; }
__device__ T& operator[](int idx) const { return ptr[idx]; }
T* __restrict__ const ptr;
};
template <typename scalar_t>
using Packed4DTensorAccessor32 = torch::PackedTensorAccessor32<scalar_t, 4, torch::RestrictPtrTraits>;
template <typename scalar_t>
using Packed1DTensorAccessor32 = torch::PackedTensorAccessor32<scalar_t, 1, torch::RestrictPtrTraits>;
struct __align__(8) Half4
{
c10::Half x;
c10::Half y;
c10::Half z;
c10::Half w;
};
struct __align__(4) bool4
{
bool x;
bool y;
bool z;
bool w;
};
__forceinline__ __device__ float4 make_vec4(const float& x, const float& y, const float& z,
const float& w)
{
return make_float4(x, y, z, w);
}
__forceinline__ __device__ Half4 make_vec4(const c10::Half& x, const c10::Half& y,
const c10::Half& z, const c10::Half& w)
{
Half4 t;
t.x = x;
t.y = y;
t.z = z;
t.w = w;
return t;
}
__forceinline__ __device__ Half4 make_Half4(const c10::Half& x, const c10::Half& y,
const c10::Half& z, const c10::Half& w)
{
Half4 t;
t.x = x;
t.y = y;
t.z = z;
t.w = w;
return t;
}
__forceinline__ __device__ bool4 make_vec4(const bool& x, const bool& y, const bool& z, const bool& w)
{
bool4 t;
t.x = x;
t.y = y;
t.z = z;
t.w = w;
return t;
}
__forceinline__ __device__ c10::Half round(const c10::Half& a)
{
return static_cast<c10::Half>(__half2int_rn(a));
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T round(const T& a)
{
return make_vec4(round(a.x), round(a.y), round(a.z), round(a.w));
}
__forceinline__ __device__ int8_t to_int8(const float& a)
{
return static_cast<int8_t>(a);
}
__forceinline__ __device__ int8_t to_int8(const c10::Half& a)
{
return static_cast<int8_t>(a);
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ char4 to_int8(const T& a)
{
return make_char4(to_int8(a.x), to_int8(a.y), to_int8(a.z), to_int8(a.w));
}
__forceinline__ __device__ uint8_t to_uint8(const float& a)
{
return static_cast<uint8_t>(a);
}
__forceinline__ __device__ uint8_t to_uint8(const c10::Half& a)
{
return static_cast<uint8_t>(__half2uint_rd(a));
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ uchar4 to_uint8(const T& a)
{
return make_uchar4(to_uint8(a.x), to_uint8(a.y), to_uint8(a.z), to_uint8(a.w));
}
__forceinline__ __device__ int16_t to_int16(const float& a)
{
return static_cast<int16_t>(a);
}
__forceinline__ __device__ int16_t to_int16(const c10::Half& a)
{
return static_cast<int16_t>(__half2int_rd(a));
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ short4 to_int16(const T& a)
{
return make_short4(to_int16(a.x), to_int16(a.y), to_int16(a.z), to_int16(a.w));
}
__forceinline__ __device__ short4 operator<<(const short4& a, const int b)
{
return make_short4(a.x << b, a.y << b, a.z << b, a.w << b);
}
__forceinline__ __device__ c10::Half min(const c10::Half& a, const c10::Half& b)
{
return __hmin(a, b);
}
__forceinline__ __device__ c10::Half max(const c10::Half& a, const c10::Half& b)
{
return __hmax(a, b);
}
// Native-half compare. Constrained to EXACT c10::Half operands (via SFINAE) so
// it can never become a viable candidate for a *mixed* comparison such as
// `int64_t > c10::Half` inside torch's C++20 headers (TypeSafeSignMath.h). If
// it did, the implicit int64_t->c10::Half conversion would make it tie with the
// built-in `<=>`/`>` operators and the build fails with "more than one operator
// matches" (seen under torch 2.12 / CUDA 13.3, which compile with -std=c++20).
template <typename A, typename B,
typename ::std::enable_if<::std::is_same<A, c10::Half>::value &&
::std::is_same<B, c10::Half>::value,
int>::type = 0>
__forceinline__ __device__ bool operator>(const A& a, const B& b)
{
return __hgt(a, b);
}
template <typename A, typename B,
typename ::std::enable_if<::std::is_same<A, c10::Half>::value &&
::std::is_same<B, c10::Half>::value,
int>::type = 0>
__forceinline__ __device__ bool operator<(const A& a, const B& b)
{
return __hlt(a, b);
}
__forceinline__ __device__ c10::Half log(const c10::Half& a)
{
return hlog(a);
}
__forceinline__ __device__ short4 operator+(const short4& a, const short4& b)
{
return make_short4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
__forceinline__ __device__ float4 operator+(const float4& a, const float4& b)
{
return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
__forceinline__ __device__ Half4 operator+(const Half4& a, const Half4& b)
{
return make_Half4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T operator-(const T& a, const T& b)
{
return make_vec4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
__forceinline__ __device__ float4 operator-(const float4& a, const float& b)
{
return make_vec4(a.x - b, a.y - b, a.z - b, a.w - b);
}
__forceinline__ __device__ Half4 operator-(const Half4& a, const c10::Half& b)
{
return make_vec4(a.x - b, a.y - b, a.z - b, a.w - b);
}
__forceinline__ __device__ c10::Half operator*(const c10::Half& a, const bool b)
{
return b ? a : static_cast<c10::Half>(0.f);
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T operator*(const T& a, const T& b)
{
return make_vec4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T operator*(const T& a, const bool4& b)
{
return make_vec4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
}
template <typename T1, typename T2, DCVC_VEC_ENABLE(T1)>
__forceinline__ __device__ T1 operator*(const T1& a, const T2& b)
{
return make_vec4(a.x * b, a.y * b, a.z * b, a.w * b);
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T max(const T& a, const T& b)
{
return make_vec4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
}
template <typename T1, typename T2, DCVC_VEC_ENABLE(T1)>
__forceinline__ __device__ T1 max(const T1& a, const T2& b)
{
return make_vec4(max(a.x, b), max(a.y, b), max(a.z, b), max(a.w, b));
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T min(const T& a, const T& b)
{
return make_vec4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
}
template <typename T1, typename T2, DCVC_VEC_ENABLE(T1)>
__forceinline__ __device__ T1 min(const T1& a, const T2& b)
{
return make_vec4(min(a.x, b), min(a.y, b), min(a.z, b), min(a.w, b));
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T log(const T& a)
{
return make_vec4(log(a.x), log(a.y), log(a.z), log(a.w));
}
__forceinline__ __device__ float reciprocal(const float& a)
{
return __frcp_rd(a);
}
__forceinline__ __device__ c10::Half reciprocal(const c10::Half& a)
{
return hrcp(a);
}
template <typename T, DCVC_VEC_ENABLE(T)>
__forceinline__ __device__ T reciprocal(const T& a)
{
return make_vec4(reciprocal(a.x), reciprocal(a.y), reciprocal(a.z), reciprocal(a.w));
}
template <typename T1, typename T2, DCVC_VEC_ENABLE(T1)>
__forceinline__ __device__ bool4 operator>(const T1& a, const T2& b)
{
return make_vec4(a.x > b, a.y > b, a.z > b, a.w > b);
}
__forceinline__ __device__ float sigmoid(const float x)
{
return 1.0f / (1.0f + expf(-x));
}
__forceinline__ __device__ float wsilu(const float x)
{
return x * sigmoid(4.0f * x);
}
__forceinline__ __device__ c10::Half wsilu(const c10::Half x)
{
return __float2half_rn(wsilu(__half2float(x)));
}
__forceinline__ __device__ float4 wsilu(float4 data)
{
data.x = wsilu(data.x);
data.y = wsilu(data.y);
data.z = wsilu(data.z);
data.w = wsilu(data.w);
return data;
}
__forceinline__ __device__ Half4 wsilu(Half4 data)
{
data.x = wsilu(data.x);
data.y = wsilu(data.y);
data.z = wsilu(data.z);
data.w = wsilu(data.w);
return data;
}
__forceinline__ __device__ float multiply_add(const float a, const float b, const float c)
{
return __fmaf_rn(a, b, c);
}
__forceinline__ __device__ c10::Half multiply_add(const c10::Half a, const c10::Half b, const c10::Half c)
{
return __hfma(a, b, c);
} |