* 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>
* vulkan: 64-bit im2col
Add variants of the im2col shaders that use buffer_device_address/buffer_reference,
and use 64-bit address calculations. This is needed for large convolutions used in
stable-diffusion.cpp.
* fix validation error for large im2col
* tests: Add im2col perf tests
* vulkan: optimize im2col, more elements per thread
* vulkan: increase small tile size for NV_coopmat2
* vulkan: change im2col to 512 elements per workgroup
Vulkan doesn't mandate a specific rounding mode, but the shader_float_controls
feature allows rounding mode to be requested if the implementation supports it.