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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@@ -189,13 +189,13 @@ void main() {
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const uint end_k = min(p.K, (ik + 1) * p.k_split);
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#endif
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uint pos_a_ib = (
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uint pos_a_ib =
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#ifdef MUL_MAT_ID
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expert_idx * p.batch_stride_a +
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expert_idx * (p.batch_stride_a / BK) +
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#else
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batch_idx_a * p.batch_stride_a +
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batch_idx_a * (p.batch_stride_a / BK) +
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#endif
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ir * BM * p.stride_a + start_k) / BK;
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(ir * BM * p.stride_a + start_k) / BK;
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#ifdef MUL_MAT_ID
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uint pos_b_ib = 0;
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#else
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