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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>
35 lines
1.4 KiB
Plaintext
35 lines
1.4 KiB
Plaintext
#version 450
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#include "dequant_head.glsl"
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_b[];};
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void main() {
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[[unroll]] for (uint wgy = 0; wgy < 256; wgy++) {
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const uint i = gl_WorkGroupID.x * 256 + wgy;
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if (i >= p.nel / QUANT_K) {
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return;
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}
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const uint tid = gl_LocalInvocationID.x;
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const uint ip = tid / 32;
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const uint il = tid - 32 * ip;
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const uint is = 8 * ip + il / 16;
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const uint y_idx = i * QUANT_K + 128 * ip + il;
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const uint ql_idx = 32 * ip + il;
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const uint8_t qs = data_a[i].qs[32 * ip + il];
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FLOAT_TYPE dall = FLOAT_TYPE(data_a[i].d.x);
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FLOAT_TYPE dmin = FLOAT_TYPE(data_a[i].d.y);
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data_b[y_idx + 0] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+0] & 0xF) * ((qs >> 0) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+0] >> 4));
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data_b[y_idx + 32] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+2] & 0xF) * ((qs >> 2) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+2] >> 4));
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data_b[y_idx + 64] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+4] & 0xF) * ((qs >> 4) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+4] >> 4));
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data_b[y_idx + 96] = D_TYPE(dall * FLOAT_TYPE((data_a[i].scales[is+6] & 0xF) * ((qs >> 6) & 3)) - dmin * FLOAT_TYPE(data_a[i].scales[is+6] >> 4));
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}
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}
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