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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>
52 lines
1.4 KiB
Plaintext
52 lines
1.4 KiB
Plaintext
#version 450
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#include "types.glsl"
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#include "generic_unary_head.glsl"
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#include "dequant_funcs.glsl"
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#if defined(DATA_A_IQ4_NL) || defined(DATA_A_MXFP4)
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// 16 invocations needed for init_iq_shmem
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layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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#else
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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#endif
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void main() {
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#ifdef NEEDS_INIT_IQ_SHMEM
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init_iq_shmem(gl_WorkGroupSize);
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if (gl_LocalInvocationIndex.x != 0) {
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return;
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}
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#endif
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const uint idx = gl_WorkGroupID.z * 262144 + gl_WorkGroupID.y * 512 + gl_WorkGroupID.x * QUANT_K;
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if (idx >= p.ne) {
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return;
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}
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uint dst_idx = get_doffset() + dst_idx(idx);
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uint src_idx = src0_idx_quant(idx, QUANT_K);
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const uint a_offset = 0;
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const uint ib = src_idx;
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const vec2 dm = get_dm(ib, a_offset);
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[[unroll]] for (int j = 0; j < QUANT_K; j += 4) {
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vec4 v = dequantize4(ib, j / QUANT_R, a_offset);
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v = v * dm.x + vec4(dm.y);
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#if QUANT_R == 2
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data_d[dst_idx + j/2 + 0] = v[0];
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data_d[dst_idx + j/2 + QUANT_K/2 + 0] = v[1];
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data_d[dst_idx + j/2 + 1] = v[2];
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data_d[dst_idx + j/2 + QUANT_K/2 + 1] = v[3];
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#else
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data_d[dst_idx + j + 0] = v[0];
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data_d[dst_idx + j + 1] = v[1];
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data_d[dst_idx + j + 2] = v[2];
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data_d[dst_idx + j + 3] = v[3];
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#endif
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}
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}
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