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enginex-ascend-910-llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/hardsigmoid.comp
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

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#version 450
#include "generic_head.glsl"
#include "types.glsl"
#extension GL_EXT_control_flow_attributes : enable
layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_d[];};
void main() {
const uint i = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x;
if (i >= p.KX) {
return;
}
const float x = float(data_a[i]);
data_d[i] = D_TYPE(min(1.0f, max(0.0f, (x + 3.0f) / 6.0f)));
}