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	vulkan: optimize and reenable split_k (#10637)
Use vector loads when possible in mul_mat_split_k_reduce. Use split_k when there aren't enough workgroups to fill the shaders.
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		@@ -5,7 +5,9 @@
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layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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layout (binding = 0) readonly buffer A {float data_a[];};
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layout (binding = 0) readonly buffer A4 {vec4 data_a4[];};
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layout (binding = 1) writeonly buffer D {float data_d[];};
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layout (binding = 1) writeonly buffer D4 {vec4 data_d4[];};
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layout (push_constant) uniform parameter {
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    uint ne;
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@@ -13,17 +15,34 @@ layout (push_constant) uniform parameter {
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} p;
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void main() {
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    const uint idx = gl_GlobalInvocationID.x;
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    // Each invocation handles four consecutive components
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    const uint idx = gl_GlobalInvocationID.x * 4;
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    if (idx >= p.ne) {
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        return;
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    }
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    float result = 0.0f;
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    // Check if all four components are in bounds and aligned,
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    // then use vector loads
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    if (idx + 3 < p.ne && (p.ne % 4) == 0) {
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        vec4 result = vec4(0.0f);
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    [[unroll]] for (uint i = 0; i < p.k_num; i++) {
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        result += data_a[i * p.ne + idx];
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        [[unroll]] for (uint i = 0; i < p.k_num; i++) {
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            result += data_a4[(i * p.ne + idx) / 4];
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        }
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        data_d4[idx / 4] = result;
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    } else {
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        [[unroll]] for (uint j = 0; j < 4; ++j) {
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            if (idx + j < p.ne) {
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                float result = 0.0f;
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                [[unroll]] for (uint i = 0; i < p.k_num; i++) {
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                    result += data_a[i * p.ne + idx + j];
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                }
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                data_d[idx + j] = result;
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            }
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        }
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    }
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    data_d[idx] = result;
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}
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