e29acf74fe
* 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>
20 lines
457 B
GLSL
20 lines
457 B
GLSL
#extension GL_EXT_shader_16bit_storage : require
|
|
|
|
#include "rte.glsl"
|
|
|
|
layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
|
|
|
|
layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
|
|
layout (binding = 1) readonly buffer B {A_TYPE data_b[];};
|
|
layout (binding = 2) writeonly buffer D {D_TYPE data_d[];};
|
|
|
|
layout (push_constant) uniform parameter
|
|
{
|
|
uint N;
|
|
uint ne00;
|
|
uint ne20;
|
|
uint mode;
|
|
float alpha;
|
|
float limit;
|
|
} p;
|