Files
llama.cpp-mtp-turboquant/ggml/src/ggml-vulkan/vulkan-shaders/roll.comp
T
Acly 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 "types.glsl"
#include "generic_unary_head.glsl"
layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
uint wrap_idx(int i, uint ne) {
if (i < 0) {
return i + ne;
} else if (i >= ne) {
return i - ne;
}
return i;
}
void main() {
const uint idx = get_idx();
if (idx >= p.ne) {
return;
}
const uint i3 = fastdiv(idx, p.ne1_012mp, p.ne1_012L);
const uint i3_offset = i3 * p.ne12*p.ne11*p.ne10;
const uint i2 = fastdiv(idx - i3_offset, p.ne1_01mp, p.ne1_01L);
const uint i2_offset = i2*p.ne11*p.ne10;
const uint i1 = fastdiv(idx - i3_offset - i2_offset, p.ne1_0mp, p.ne1_0L);
const uint i0 = idx - i3_offset - i2_offset - i1*p.ne10;
const uint p1 = floatBitsToUint(p.param1);
const uint p2 = floatBitsToUint(p.param2);
const int s0 = int(p1 >> 16) - 0x8000;
const int s1 = int(p1 & 0xFFFF) - 0x8000;
const int s2 = int(p2 >> 16) - 0x8000;
const int s3 = int(p2 & 0xFFFF) - 0x8000;
const uint i00 = wrap_idx(int(i0) - s0, p.ne10);
const uint i01 = wrap_idx(int(i1) - s1, p.ne11);
const uint i02 = wrap_idx(int(i2) - s2, p.ne12);
const uint i03 = wrap_idx(int(i3) - s3, p.ne13);
const uint a_idx = i03*p.nb03 + i02*p.nb02 + i01*p.nb01 + i00*p.nb00;
const uint d_idx = i3 *p.nb13 + i2 *p.nb12 + i1 *p.nb11 + i0 *p.nb10;
data_d[get_doffset() + d_idx] = D_TYPE(data_a[get_aoffset() + a_idx]);
}