Commit Graph
5 Commits
Author SHA1 Message Date
09c7c50e64 ggml : add circular tiling support to pad, for Vulkan, CUDA, and CPU (used for making seamless textures) (#16985)
* Feat: Added vulkan circular tiling support

* Feat: Added cpu circular

* Feat: Added cuda kernels

* Added tests

* Added tests

* Removed non-pad operations

* Removed unneded changes

* removed backend non pad tests

* Update test-backend-ops.cpp

* Fixed comment on pad test

* removed trailing whitespace

* Removed unneded test in test-backend-ops

* Removed removed test from calls

* Update ggml/src/ggml-vulkan/vulkan-shaders/pad.comp

Co-authored-by: Ruben Ortlam <picard12@live.de>

* Fixed alignment

* Formatting

Co-authored-by: Aman Gupta <amangupta052@gmail.com>

* Format pad

* Format

* Clang format

* format

* format

* don't change so much stuff

* clang format and update to bool

* fix duplicates

* don't need to fix the padding

* make circular bool

* duplicate again

* rename vulkan to wrap around

* Don't need indent

* moved to const expr

* removed unneded extra line break

* More readable method calls

* Minor wording changes

* Added final newline

* Update ggml/include/ggml.h

Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>

* Update ggml/include/ggml.h

Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>

* Added circular pad ext tests

* Gate non circular pad devices

* Cleaned gating of non-circular pad devices

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Co-authored-by: Phylliida <phylliidadev@gmail.com>
Co-authored-by: Ruben Ortlam <picard12@live.de>
Co-authored-by: Aman Gupta <amangupta052@gmail.com>
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
2025-12-06 15:07:02 +01:00
AclyandJeff Bolz 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

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Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-10-04 11:42:56 +02:00
Jeff Bolz c97b5e5854 vulkan: Support pad_ext (#15794) 2025-09-07 19:00:49 +02:00
Jeff Bolz fdd2188912 vulkan: Use push constant offset to handle misaligned descriptors (#10987) 2024-12-29 09:35:11 +01:00
ae8de6d50a ggml : build backends as libraries (#10256)
* ggml : build backends as libraries

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Signed-off-by: Xiaodong Ye <xiaodong.ye@mthreads.com>
Co-authored-by: Georgi Gerganov <ggerganov@gmail.com>
Co-authored-by: R0CKSTAR <xiaodong.ye@mthreads.com>
2024-11-14 18:04:35 +01:00