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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>
24 lines
619 B
Plaintext
24 lines
619 B
Plaintext
#version 450
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#include "types.glsl"
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#include "generic_unary_head.glsl"
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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void main() {
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const uint idx = get_idx();
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if (idx >= p.ne) {
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return;
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}
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#if defined(DATA_D_BF16)
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float f = float(data_a[get_aoffset() + src0_idx(idx)]);
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data_d[get_doffset() + dst_idx(idx)] = D_TYPE(fp32_to_bf16(f));
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#elif !defined(OPTIMIZATION_ERROR_WORKAROUND)
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data_d[get_doffset() + dst_idx(idx)] = D_TYPE(data_a[get_aoffset() + src0_idx(idx)]);
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#else
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data_d[get_doffset() + dst_idx(idx)] = data_a[get_aoffset() + src0_idx(idx)];
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#endif
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}
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