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llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/opt_step_adamw.comp
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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
#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) buffer X {A_TYPE x[];};
layout (binding = 1) readonly buffer G {A_TYPE grad[];};
layout (binding = 2) buffer GM {A_TYPE gradm[];};
layout (binding = 3) buffer GV {A_TYPE gradv[];};
layout (binding = 4) readonly buffer P {float params[7];};
void main() {
const uint i = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x;
if (i >= p.KX) {
return;
}
const float alpha = params[0];
const float beta1 = params[1];
const float beta2 = params[2];
const float eps = params[3];
const float wd = params[4];
const float beta1h = params[5];
const float beta2h = params[6];
const float gi = grad[i];
const float gmi = gradm[i]*beta1 + gi*(1.0f - beta1);
const float gvi = gradv[i]*beta2 + gi*gi*(1.0f - beta2);
gradm[i] = gmi;
gradv[i] = gvi;
const float mh = gmi*beta1h;
const float vh = sqrt(gvi*beta2h) + eps;
x[i] = x[i]*(1.0f - alpha*wd) - alpha*mh/vh;
}