llama.cpp/vulkan-shaders/generic_unary_head.comp
0cc4m 7c7836d9d4
Vulkan Shader Refactor, Memory Debugging Option (#7947)
* 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
2024-06-16 07:17:31 +02:00

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#extension GL_EXT_shader_16bit_storage : require
layout (push_constant) uniform parameter
{
uint ne;
uint ne00; uint ne01; uint ne02; uint ne03; uint nb00; uint nb01; uint nb02; uint nb03;
uint ne10; uint ne11; uint ne12; uint ne13; uint nb10; uint nb11; uint nb12; uint nb13;
uint d_offset;
float param1; float param2;
} p;
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) writeonly buffer D {D_TYPE data_d[];};
uint src0_idx(uint idx) {
const uint i03 = idx / (p.ne02*p.ne01*p.ne00);
const uint i03_offset = i03 * p.ne02*p.ne01*p.ne00;
const uint i02 = (idx - i03_offset) / (p.ne01*p.ne00);
const uint i02_offset = i02*p.ne01*p.ne00;
const uint i01 = (idx - i03_offset - i02_offset) / p.ne00;
const uint i00 = idx - i03_offset - i02_offset - i01*p.ne00;
return i03*p.nb03 + i02*p.nb02 + i01*p.nb01 + i00*p.nb00;
}
uint dst_idx(uint idx) {
const uint i13 = idx / (p.ne12*p.ne11*p.ne10);
const uint i13_offset = i13 * p.ne12*p.ne11*p.ne10;
const uint i12 = (idx - i13_offset) / (p.ne11*p.ne10);
const uint i12_offset = i12*p.ne11*p.ne10;
const uint i11 = (idx - i13_offset - i12_offset) / p.ne10;
const uint i10 = idx - i13_offset - i12_offset - i11*p.ne10;
return i13*p.nb13 + i12*p.nb12 + i11*p.nb11 + i10*p.nb10;
}