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* vulkan-shaders-gen: fail the build when a shader fails to compile vulkan-shaders-gen did not detect shader-compile subprocess failures, so a broken libggml-vulkan could be produced while the build reported success and the breakage only surfaced at run time. execute_command() discarded the child exit code (POSIX waitpid passed nullptr for status; the Windows branch never called GetExitCodeProcess) and string_to_spv decided success only from whether stderr was empty, so a non-zero exit with empty stderr, or a subprocess that failed to launch, was treated as success. Return the child exit code from execute_command() (WEXITSTATUS on POSIX, GetExitCodeProcess on Windows), treat a non-zero exit or non-empty stderr or a launch exception as a failure, and record it in an atomic flag. main() checks the flag after process_shaders() and returns EXIT_FAILURE before writing the output files, so the build stops instead of emitting a broken backend. Fixes #24393 Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com> * vulkan-shaders-gen: simplify compile_failed access and drop unreachable return Address review feedback on #24450: - Access the std::atomic<bool> compile_failed directly (= / implicit bool) instead of .store()/.load(); the flag stays atomic because the worker threads in process_shaders() set it concurrently. - Remove the unreachable trailing return -1 in execute_command(): on POSIX the child _exit()s after execvp and the parent returns (fork()<0 throws); on Windows the block returns the exit code. Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com> --------- Signed-off-by: liminfei-amd <91481003+liminfei-amd@users.noreply.github.com>