Files
llama.cpp-mtp-turboquant/ggml/src/ggml-vulkan/vulkan-shaders/count_equal.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

32 lines
796 B
Plaintext

#version 450
#extension GL_EXT_control_flow_attributes : enable
#include "types.glsl"
#include "generic_head.glsl"
layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
layout (binding = 1) readonly buffer Y {B_TYPE data_b[];};
layout (binding = 2) buffer D {D_TYPE data_d[];};
const uint CHUNK_SIZE = 512;
void main() {
const uint base = gl_WorkGroupID.x * CHUNK_SIZE;
const uint col = gl_LocalInvocationID.x;
uint count = 0;
[[unroll]]
for (uint i = 0; i < CHUNK_SIZE; i += gl_WorkGroupSize.x) {
const uint idx = base + i + col;
if (idx >= p.KX) {
break;
}
count += uint(data_a[idx] == data_b[idx]);
}
atomicAdd(data_d[0], D_TYPE(count));
}