Vulkan: add hoisting support for row IDs and expert count in shaders (#26686)
* vulkan: add hoisting support for row IDs and expert count in shaders * use hoisted row ids in coopmat2 * vulkan: address review feedback on count_experts - use vk_op_count_experts_push_constants instead of a raw uint vector - apply the fastdiv trick to the ne00 div/mod in count_experts - compute the per-expert offsets with subgroupExclusiveAdd when the device supports it, keeping the serial path as fallback - document the data_d layout and the hoisted_row_id_words bound - drop a leftover debug print in ggml_vk_matmul_id * vulkan: use init_pushconst_fastdiv for count_experts push constants * vulkan: refine comments for row ID hoisting and data layout in count_experts shader * Whitespace --------- Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
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@@ -1039,6 +1039,7 @@ void process_shaders() {
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string_to_spv("cumsum_multipass2_f32", "cumsum_multipass2.comp", merge_maps(base_dict, {{"A_TYPE", "float"}, {"D_TYPE", "float"}}));
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string_to_spv("count_experts", "count_experts.comp", merge_maps(base_dict, {{"A_TYPE", "uint"}, {"D_TYPE", "uint"}}));
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string_to_spv("count_experts_subgroup", "count_experts.comp", merge_maps(base_dict, {{"A_TYPE", "uint"}, {"D_TYPE", "uint"}, {"USE_SUBGROUPS", "1"}}));
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for (std::string dim_str : {"", "_3d"}) {
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for (bool bda : {false, true}) {
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