vulkan : incremental shader builds (#16341)
* 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>
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@@ -16,9 +16,9 @@
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#extension GL_KHR_shader_subgroup_vote : enable
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#extension GL_EXT_null_initializer : enable
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#include "types.comp"
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#include "dequant_funcs_cm2.comp"
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#include "flash_attn_base.comp"
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#include "types.glsl"
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#include "dequant_funcs_cm2.glsl"
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#include "flash_attn_base.glsl"
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layout (binding = 0) readonly buffer Q {uint8_t data_q[];};
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layout (binding = 1) readonly buffer K {uint8_t data_k[];};
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