Files
llama.cpp/ggml/src/ggml-vulkan/vulkan-shaders/get_rows_quant.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

52 lines
1.5 KiB
Plaintext

#version 450
#extension GL_EXT_control_flow_attributes : enable
#include "types.glsl"
#include "generic_binary_head.glsl"
#include "dequant_funcs.glsl"
layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
void main() {
const uint i00 = (gl_GlobalInvocationID.x)*2;
#ifdef NEEDS_INIT_IQ_SHMEM
init_iq_shmem(gl_WorkGroupSize);
#endif
if (i00 >= p.ne00) {
return;
}
uint gid_z = gl_GlobalInvocationID.z;
while (gid_z < p.ne11 * p.ne12) {
uint gid_y = gl_GlobalInvocationID.y;
while (gid_y < p.ne10) {
const uint i10 = gid_y;
const uint i11 = gid_z / p.ne12;
const uint i12 = gid_z % p.ne12;
const uint i01 = data_b[i10*p.nb10 + i11*p.nb11 + i12*p.nb12];
const uint a_offset = i01*p.nb01 + i11*p.nb02 + i12*p.nb03;
const uint d_offset = i10*p.nb21 + i11*p.nb22 + i12*p.nb23;
const uint ib = a_offset + i00/QUANT_K; // block index
const uint iqs = (i00%QUANT_K)/QUANT_R; // quant index
const uint iybs = i00 - i00%QUANT_K; // dst block start index
const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
vec2 v = dequantize(ib, iqs, 0);
const vec2 dm = get_dm(ib, 0);
v = v * dm.x + dm.y;
data_d[d_offset + iybs + iqs ] = D_TYPE(v.x);
data_d[d_offset + iybs + iqs + y_offset] = D_TYPE(v.y);
gid_y += gl_WorkGroupSize.y * gl_NumWorkGroups.y;
}
gid_z += gl_WorkGroupSize.z * gl_NumWorkGroups.z;
}
}