mirror of
https://github.com/ggerganov/llama.cpp.git
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7c7836d9d4
* Refactor shaders, extract GLSL code from ggml_vk_generate_shaders.py into vulkan-shaders directory * Improve debug log code * Add memory debug output option * Fix flake8 * Fix unnecessary high llama-3 VRAM use
49 lines
2.0 KiB
Plaintext
49 lines
2.0 KiB
Plaintext
#extension GL_EXT_shader_16bit_storage : require
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layout (push_constant) uniform parameter
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{
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uint ne;
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uint ne00; uint ne01; uint ne02; uint ne03; uint nb00; uint nb01; uint nb02; uint nb03;
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uint ne10; uint ne11; uint ne12; uint ne13; uint nb10; uint nb11; uint nb12; uint nb13;
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uint ne20; uint ne21; uint ne22; uint ne23; uint nb20; uint nb21; uint nb22; uint nb23;
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uint d_offset;
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float param1; float param2;
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} p;
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {A_TYPE data_a[];};
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layout (binding = 1) readonly buffer B {B_TYPE data_b[];};
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layout (binding = 2) writeonly buffer D {D_TYPE data_d[];};
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uint src0_idx(uint idx) {
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const uint i03 = idx / (p.ne02*p.ne01*p.ne00);
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const uint i03_offset = i03 * p.ne02*p.ne01*p.ne00;
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const uint i02 = (idx - i03_offset) / (p.ne01*p.ne00);
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const uint i02_offset = i02*p.ne01*p.ne00;
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const uint i01 = (idx - i03_offset - i02_offset) / p.ne00;
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const uint i00 = idx - i03_offset - i02_offset - i01*p.ne00;
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return i03*p.nb03 + i02*p.nb02 + i01*p.nb01 + i00*p.nb00;
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}
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uint src1_idx(uint idx) {
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const uint i03 = idx / (p.ne02*p.ne01*p.ne00);
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const uint i03_offset = i03 * p.ne02*p.ne01*p.ne00;
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const uint i02 = (idx - i03_offset) / (p.ne01*p.ne00);
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const uint i02_offset = i02*p.ne01*p.ne00;
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const uint i01 = (idx - i03_offset - i02_offset) / p.ne00;
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const uint i00 = idx - i03_offset - i02_offset - i01*p.ne00;
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return (i03 % p.ne13)*p.nb13 + (i02 % p.ne12)*p.nb12 + (i01 % p.ne11)*p.nb11 + (i00 % p.ne10)*p.nb10;
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}
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uint dst_idx(uint idx) {
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const uint i23 = idx / (p.ne22*p.ne21*p.ne20);
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const uint i23_offset = i23 * p.ne22*p.ne21*p.ne20;
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const uint i22 = (idx - i23_offset) / (p.ne21*p.ne20);
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const uint i22_offset = i22*p.ne21*p.ne20;
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const uint i21 = (idx - i23_offset - i22_offset) / p.ne20;
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const uint i20 = idx - i23_offset - i22_offset - i21*p.ne20;
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return i23*p.nb23 + i22*p.nb22 + i21*p.nb21 + i20*p.nb20;
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}
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