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https://github.com/ikawrakow/ik_llama.cpp.git
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Merge mainline llama.cpp (#3)
* Merging mainline - WIP * Merging mainline - WIP AVX2 and CUDA appear to work. CUDA performance seems slightly (~1-2%) lower as it is so often the case with llama.cpp/ggml after some "improvements" have been made. * Merging mainline - fix Metal * Remove check --------- Co-authored-by: Iwan Kawrakow <iwan.kawrakow@gmail.com>
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@@ -11,15 +11,15 @@ cmake_minimum_required(VERSION 3.22.1)
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# build script scope).
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project("llama-android")
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include(FetchContent)
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FetchContent_Declare(
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llama
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GIT_REPOSITORY https://github.com/ggerganov/llama.cpp
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GIT_TAG master
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)
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#include(FetchContent)
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#FetchContent_Declare(
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# llama
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# GIT_REPOSITORY https://github.com/ggerganov/llama.cpp
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# GIT_TAG master
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#)
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# Also provides "common"
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FetchContent_MakeAvailable(llama)
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#FetchContent_MakeAvailable(llama)
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# Creates and names a library, sets it as either STATIC
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# or SHARED, and provides the relative paths to its source code.
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@@ -30,6 +30,10 @@ FetchContent_MakeAvailable(llama)
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# the target library name; in the sub-module's CMakeLists.txt, ${PROJECT_NAME}
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# is preferred for the same purpose.
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#
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#load local llama.cpp
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add_subdirectory(../../../../../../ build-llama)
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# In order to load a library into your app from Java/Kotlin, you must call
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# System.loadLibrary() and pass the name of the library defined here;
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# for GameActivity/NativeActivity derived applications, the same library name must be
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@@ -5,7 +5,7 @@
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#include <string>
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#include <unistd.h>
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#include "llama.h"
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#include "common/common.h"
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#include "common.h"
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// Write C++ code here.
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//
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@@ -409,7 +409,7 @@ Java_android_llama_cpp_LLamaAndroid_completion_1loop(
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const auto n_cur = env->CallIntMethod(intvar_ncur, la_int_var_value);
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if (llama_token_is_eog(model, new_token_id) || n_cur == n_len) {
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return env->NewStringUTF("");
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return nullptr;
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}
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auto new_token_chars = llama_token_to_piece(context, new_token_id);
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