vulkan: Use VK_EXT_shader_64bit_indexing to handle large mat_mul(_id) (#18678)
This fixes incoherent output in Llama-4-Maverick-17B-128E-PAB-Q8_0, which has a mul_mat_id with an A matrix that's Q8_0 8192 x 5120 x 128. This should work when the number of blocks in the A matrix is less than 2^32 (for mul_mat_vec or mul_mm_cm2), or for mul_mm I think the limit is like 2^32*LOAD_VEC_A elements. - Divide batch_stride by QUANT_K earlier, so the block index calculation works in 32b. - Each vk_pipeline_struct has a linked list of pipelines that will allow it to handle variants. So far this change just adds a single use case for this, compiling with the e64BitIndexingEXT flag. - Use the 64b indexing variant when the A matrix is larger than maxStorageBufferRange. 64-bit indexing has some cost - around 3-5% in MoE models, so it's worth the effort to avoid enabling it unconditionally.
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@@ -87,7 +87,6 @@ void compute_outputs(const uint32_t first_row, const uint32_t num_rows) {
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const uint tid = gl_LocalInvocationID.x;
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get_offsets(a_offset, b_offset, d_offset);
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a_offset /= QUANT_K;
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y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
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