* vulkan: Programmatically add RoundingModeRTE to all shaders when the device supports it * use FetchContent to get SPIRV-Headers * Fetch spirv-headers unconditionally * remove fetchcontent, rely on installed headers * fix ubuntu job * Update docs/build.md
18 lines
364 B
Plaintext
18 lines
364 B
Plaintext
#version 450
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#include "types.glsl"
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#include "generic_unary_head.glsl"
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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void main() {
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const uint idx = get_idx();
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if (idx >= p.ne) {
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return;
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}
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const float val = float(data_a[get_aoffset() + src0_idx(idx)]);
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data_d[get_doffset() + dst_idx(idx)] = D_TYPE(log(val));
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}
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