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>
This commit is contained in:
Acly
2025-10-04 11:42:56 +02:00
committed by GitHub
co-authored by Jeff Bolz
parent 128d522c04
commit e29acf74fe
133 changed files with 404 additions and 315 deletions
@@ -0,0 +1,55 @@
#include "types.glsl"
#extension GL_EXT_shader_16bit_storage : require
#include "rte.glsl"
layout(local_size_x = 1, local_size_y = 256, local_size_z = 1) in;
layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
layout (binding = 1) readonly buffer Y {int data_pos[];};
layout (binding = 2) readonly buffer Z {float data_ff[];};
layout (binding = 3) writeonly buffer D {D_TYPE data_d[];};
layout (push_constant) uniform parameter {
uint ncols;
uint n_dims;
float freq_scale;
uint p_delta_rows;
float freq_base;
float ext_factor;
float attn_factor;
float corr_dims[2];
float theta_scale;
uint has_ff;
uint ne02;
uint s1;
uint s2;
int sections[4];
uint is_back;
} p;
float rope_yarn_ramp(const float low, const float high, const uint i0) {
const float y = (i0 / 2 - low) / max(0.001f, high - low);
return 1.0f - min(1.0f, max(0.0f, y));
}
void rope_yarn(const float theta_extrap, const uint i0, out float cos_theta, out float sin_theta) {
float mscale = p.attn_factor;
// Get n-d rotational scaling corrected for extrapolation
float theta_interp = p.freq_scale * theta_extrap;
float theta = theta_interp;
if (p.ext_factor != 0.0f) {
float ramp_mix = rope_yarn_ramp(p.corr_dims[0], p.corr_dims[1], i0) * p.ext_factor;
theta = theta_interp * (1 - ramp_mix) + theta_extrap * ramp_mix;
// Get n-d magnitude scaling corrected for interpolation
mscale *= 1.0f + 0.1f * log(1.0f / p.freq_scale);
}
// Backprogagation uses inverted rotation
if (p.is_back != 0) {
theta = -theta;
}
cos_theta = cos(theta) * mscale;
sin_theta = sin(theta) * mscale;
}