* vulkan: Switch MUL_MAT_VEC to 4 K per iteration for F16/32
Against mesa git, this shows a 4.8% performance improvement for
tg128 on Qwen3.5-9B:BF16 on Intel BMG.
Note that this breaks some tests until the last commit which fixes
OOB A reads.
* vulkan: Use aligned loads in mul_mat_vec when available
Against mesa git, this shows a 3.3% performance improvement for
tg128 on Qwen3.5-9B:BF16 on Intel BMG.
* Make explicit that `num_rows` is <= `NUM_ROWS` in mul_mat_vec
Mesa's UUB logic can't see through conditionals, limiting its
ability to understand the bounds on the `num_rows` field in the
cleanup run. Making it explicit that `num_rows` is, indeed, always
<= `NUM_ROWS` helps mesa make slightly better codegen.
Against mesa git, this currently shows a 1% performance improvement
in tg128 on Qwen3.5-9B:BF16 on Intel BMG.
* vulkan: Fix OOB A reads in MUL_MAT_VEC for odd sizes
There was a TODO to fix the OOB reads from the A matrix which we do
here.
It is within performance noise (+<0.1%) in tg128 for
Qwen3.5-9B:BF16 on Intel BMG.
* 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>