vulkan : incremental shader builds (#16341)
* vulkan (DRAFT): split shader generation by GLSL source file, to improve incremental build times * support dep-files so shaders are recompiled if their included files change * rename shader files which are used as "headers" to use .glsl extension * move glslc extension detection shaders to separate folders * the above is to prevent them from getting glob'd with the actual compute shaders that need to be compiled * vulkan : only write embedded shader .hpp/.cpp when they change * avoid recompiling ggml-vulkan.cpp when editing shaders * pass single --source argument instead of --input-dir & --filter to shader gen * check for source file match earlier * fix hang in vulkan-shaders-gen when there are compilation errors * early out did not decrement compile_count * clean up * fix glslc integer dot product test * unconditionally write the embedded shader cpp output * replace output filepath in generated dep-files to match output in CMakeLists --------- Co-authored-by: Jeff Bolz <jbolz@nvidia.com>
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@@ -6,13 +6,13 @@
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#define MMQ
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#define B_TYPE block_q8_1_x4
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#include "mul_mat_vec_base.comp"
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#include "mul_mat_vec_base.glsl"
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layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
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#define K_PER_ITER 8
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#include "mul_mmq_funcs.comp"
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#include "mul_mmq_funcs.glsl"
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uint a_offset, b_offset, d_offset;
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