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https://github.com/ggml-org/llama.cpp.git
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* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times * support dep-files so shaders are recompiled if their included files change * rename shader files which are used as "headers" to use .glsl extension * move glslc extension detection shaders to separate folders * the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled * vulkan : only write embedded shader .hpp/.cpp when they change * avoid recompiling ggml-vulkan.cpp when editing shaders * pass single --source argument instead of --input-dir & --filter to shader gen * check for source file match earlier * fix hang in vulkan-shaders-gen when there are compilation errors * early out did not decrement compile_count * clean up * fix glslc integer dot product test * unconditionally write the embedded shader cpp output * replace output filepath in generated dep-files to match output in CMakeLists --------- Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
30 lines
859 B
GLSL
30 lines
859 B
GLSL
void main() {
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const uint i = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x;
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if (i >= p.N) {
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return;
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}
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const uint row = i / p.ne20;
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const uint col = i - row * p.ne20;
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if (p.mode == 0) {
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// Default
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const uint offset = p.ne00 / 2;
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const uint idx = row * p.ne00 + col;
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data_d[row * offset + col] = D_TYPE(op(float(data_a[idx]), float(data_a[idx + offset])));
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} else if (p.mode == 1) {
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// Swapped
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const uint offset = p.ne00 / 2;
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const uint idx = row * p.ne00 + col;
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data_d[row * offset + col] = D_TYPE(op(float(data_a[idx + offset]), float(data_a[idx])));
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} else {
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// Split
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const uint idx = row * p.ne00 + col;
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data_d[idx] = D_TYPE(op(float(data_a[idx]), float(data_b[idx])));
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}
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}
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