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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>
55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
#version 450
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#extension GL_EXT_control_flow_attributes : enable
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#include "generic_head.glsl"
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#include "types.glsl"
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layout(constant_id = 0) const uint BLOCK_SIZE = 32;
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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// In this shader Y = softmax(X) and X is not provided as input.
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layout (binding = 0) readonly buffer G {A_TYPE data_g[];};
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layout (binding = 1) readonly buffer Y {B_TYPE data_y[];};
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layout (binding = 2) buffer D {D_TYPE data_d[];};
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shared FLOAT_TYPE sum_yg[BLOCK_SIZE];
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void main() {
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const uint row = gl_WorkGroupID.z * 262144 + gl_WorkGroupID.y * 512 + gl_WorkGroupID.x;
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const uint tid = gl_LocalInvocationID.x;
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if (row >= p.KY) {
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return;
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}
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FLOAT_TYPE scale = p.param1;
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// partial sums for thread in warp
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sum_yg[tid] = FLOAT_TYPE(0.0f);
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[[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) {
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const FLOAT_TYPE gi = FLOAT_TYPE(data_g[row*p.KX + col]);
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const FLOAT_TYPE yi = FLOAT_TYPE(data_y[row*p.KX + col]);
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sum_yg[tid] += yi * gi;
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}
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// sum up partial sums and write back result
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barrier();
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[[unroll]] for (uint s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
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if (tid < s) {
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sum_yg[tid] += sum_yg[tid + s];
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}
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barrier();
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}
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const FLOAT_TYPE dot_yg = sum_yg[0];
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[[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) {
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data_d[row*p.KX + col] = D_TYPE(scale
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* (FLOAT_TYPE(data_g[row*p.KX + col]) - dot_yg)
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* FLOAT_TYPE(data_y[row*p.KX + col]));
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}
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}
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