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llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/add_id.comp
T
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

---------

Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
2025-10-04 11:42:56 +02:00

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#version 450
#extension GL_EXT_control_flow_attributes : require
#include "types.glsl"
layout (push_constant) uniform parameter
{
uint ne0;
uint ne1;
uint s01;
uint s02;
uint s11;
uint s21;
} p;
#define BLOCK_SIZE 512
layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
layout (binding = 1) readonly buffer Y {B_TYPE data_b[];};
layout (binding = 2) readonly buffer Z {int32_t data_c[];};
layout (binding = 3) writeonly buffer D {D_TYPE data_d[];};
void main() {
const uint i1 = gl_WorkGroupID.x;
const uint i2 = gl_WorkGroupID.y;
const uint i11 = data_c[i1 + i2 * p.s21];
const uint s1 = p.ne0;
const uint s2 = p.ne0 * p.ne1;
const uint d0 = i1 * s1 + i2 * s2;
const uint a0 = i1 * p.s01 + i2 * p.s02;
const uint b0 = i11 * p.s11;
for (uint i0 = gl_LocalInvocationID.x; i0 < p.ne0; i0 += BLOCK_SIZE) {
data_d[d0 + i0] = data_a[a0 + i0] + data_b[b0 + i0];
}
}