* 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>
26 lines
767 B
Plaintext
26 lines
767 B
Plaintext
#version 450
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#include "generic_head.glsl"
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#include "types.glsl"
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#extension GL_EXT_control_flow_attributes : enable
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
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layout (binding = 1) writeonly buffer D {D_TYPE data_d[];};
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void main() {
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const float GELU_COEF_A = 0.044715f;
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const float SQRT_2_OVER_PI = 0.79788456080286535587989211986876f;
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const uint i = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x;
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if (i >= p.KX) {
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return;
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}
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const float xi = float(data_a[i]);
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const float val = SQRT_2_OVER_PI*xi*(1.0f + GELU_COEF_A*xi*xi);
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data_d[i] = D_TYPE(0.5f*xi*(2.0f - 2.0f / (exp(2 * val) + 1)));
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}
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