From 6d50198f596377baf9a56a6f3dcbc38d31483038 Mon Sep 17 00:00:00 2001 From: "Nakasaka, Masato" Date: Wed, 8 Apr 2026 23:54:48 -0700 Subject: [PATCH] Fix compile error --- ggml/src/ggml-vulkan/ggml-vulkan.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/ggml/src/ggml-vulkan/ggml-vulkan.cpp b/ggml/src/ggml-vulkan/ggml-vulkan.cpp index 4021113f5e..2fc42190f3 100644 --- a/ggml/src/ggml-vulkan/ggml-vulkan.cpp +++ b/ggml/src/ggml-vulkan/ggml-vulkan.cpp @@ -9078,7 +9078,7 @@ static void ggml_vk_flash_attn(ggml_backend_vk_context * ctx, vk_context& subctx uint32_t split_k = 1; // Intel Alchemist prefers more workgroups - const uint32_t shader_core_count_multiplier = (ctx->device->vendor_id == VK_VENDOR_ID_INTEL && ctx->device->architecture != INTEL_XE2) ? 2 : 1; + const uint32_t shader_core_count_multiplier = (ctx->device->vendor_id == VK_VENDOR_ID_INTEL && ctx->device->architecture != INTEL_XE2_ONWARD) ? 2 : 1; // Use a placeholder core count if one isn't available. split_k is a big help for perf. const uint32_t shader_core_count = ctx->device->shader_core_count ? ctx->device->shader_core_count * shader_core_count_multiplier : 16;