* vulkan: TQ2_0 (ternary) support — dequant + dedicated mul_mat_vec + matmul via dequant_funcs
First Vulkan ternary type in ggml. Correctness: OM-125m TQ2_0 vs F16 top-12
logprobs identical to 4 decimals fully offloaded (float dequant path, no Q8_K
activation quant). Speed at 125m ~= F16 (overhead-bound at this scale); the
bandwidth win targets larger BitNet SKUs. MMQ/int-dot path intentionally not
wired yet.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* tests: enable TQ2_0 in backend-ops type lists
Vulkan now implements TQ2_0 (dequant, mul_mat_vec, mul_mm, get_rows); backends
without support skip via not-supported as usual. TQ1_0 stays disabled.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Co-authored-by: Michael Trabalka <michael.trabalka@sqv.ai>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
* vulkan: Support Q2_0
The backend perf tests for mat-vec-mul weren't very good at first (worse than
q2_k), doubling the rows per workgroup made a big difference.
* reorder
* resolve merge conflict, adjust err threshold for f16->q2_0 set_rows
This uses the new VK_EXT_shader_ocp_microscaling_types extension to do fp4 type
promotions, and also uses the float8 extension to do ue4m3 promotions for
nvfp4. It's reasonable to assume that an implementation that supports fp4 will
also support fp8, so we don't need to handle all possible combinations of
support.
* 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
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Co-authored-by: Jeff Bolz <jbolz@nvidia.com>