vulkan: Programmatically add RoundingModeRTE to all shaders when the device supports it (#21572)

* vulkan: Programmatically add RoundingModeRTE to all shaders when the device supports it

* use FetchContent to get SPIRV-Headers

* Fetch spirv-headers unconditionally

* remove fetchcontent, rely on installed headers

* fix ubuntu job

* Update docs/build.md
This commit is contained in:
Jeff Bolz
2026-04-14 15:17:45 +02:00
committed by GitHub
parent f4b5bf2f32
commit 1f30ac0cea
19 changed files with 144 additions and 175 deletions
+5 -2
View File
@@ -456,7 +456,8 @@ pacman -S git \
mingw-w64-ucrt-x86_64-gcc \
mingw-w64-ucrt-x86_64-cmake \
mingw-w64-ucrt-x86_64-vulkan-devel \
mingw-w64-ucrt-x86_64-shaderc
mingw-w64-ucrt-x86_64-shaderc \
mingw-w64-ucrt-x86_64-spirv-headers
```
Switch into the `llama.cpp` directory and build using CMake.
@@ -490,9 +491,11 @@ First, follow the official LunarG instructions for the installation and setup of
On Debian / Ubuntu, you can install the required dependencies using:
```sh
sudo apt-get install libvulkan-dev glslc
sudo apt-get install libvulkan-dev glslc spirv-headers
```
SPIRV-Headers (`spirv/unified1/spirv.hpp`) are required for the Vulkan backend and are **not** always pulled in by the Vulkan loader dev package alone. Other distros use names such as `spirv-headers` (Ubuntu / Debian / Arch), or `spirv-headers-devel` (Fedora / openSUSE). On Windows, the LunarG Vulkan SDKs `Include` directory already contains these headers.
#### Common steps
Second, after verifying that you have followed all of the SDK installation/setup steps, use this command to make sure before proceeding: