Files
enginex-ascend-910-llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/generic_binary_head.glsl
Acly e29acf74fe 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>
2025-10-04 11:42:56 +02:00

52 lines
1.8 KiB
GLSL

#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_control_flow_attributes : require
#include "rte.glsl"
#include "utils.glsl"
layout (push_constant) uniform parameter
{
uint ne;
uint ne00; uint ne01; uint ne02; uint ne03; uint nb00; uint nb01; uint nb02; uint nb03;
uint ne10; uint ne11; uint ne12; uint ne13; uint nb10; uint nb11; uint nb12; uint nb13;
uint ne20; uint ne21; uint ne22; uint ne23; uint nb20; uint nb21; uint nb22; uint nb23;
uint misalign_offsets;
float param1; float param2; int param3;
} p;
layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
layout (binding = 1) readonly buffer B {B_TYPE data_b[];};
layout (binding = 2) writeonly buffer D {D_TYPE data_d[];};
// true if src0/src1 are the same shape and the indices can be reused without additional modulus
layout(constant_id = 0) const bool norepeat = false;
uint get_idx() {
return gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x;
}
uint get_aoffset() { return p.misalign_offsets >> 16; }
uint get_boffset() { return (p.misalign_offsets >> 8) & 0xFF; }
uint get_doffset() { return p.misalign_offsets & 0xFF; }
void get_indices(uint idx, out uint i00, out uint i01, out uint i02, out uint i03) {
get_indices(idx, i00, i01, i02, i03, p.ne00, p.ne01, p.ne02, p.ne03);
}
uint src0_idx(uint i00, uint i01, uint i02, uint i03) {
return i03*p.nb03 + i02*p.nb02 + i01*p.nb01 + i00*p.nb00;
}
uint src1_idx(uint i00, uint i01, uint i02, uint i03) {
if (norepeat) {
return i03*p.nb13 + i02*p.nb12 + i01*p.nb11 + i00*p.nb10;
} else {
return fastmod(i03, p.ne13)*p.nb13 + fastmod(i02, p.ne12)*p.nb12 + fastmod(i01, p.ne11)*p.nb11 + fastmod(i00, p.ne10)*p.nb10;
}
}
uint dst_idx(uint i00, uint i01, uint i02, uint i03) {
return i03*p.nb23 + i02*p.nb22 + i01*p.nb21 + i00*p.nb20;
}