* 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>
* vulkan: initial support for IQ3_S
* vulkan: initial support for IQ3_XXS
* vulkan: initial support for IQ2_XXS
* vulkan: initial support for IQ2_XS
* vulkan: optimize Q3_K by removing branches
* vulkan: implement dequantize variants for coopmat2
* vulkan: initial support for IQ2_S
* vulkan: vertically realign code
* port failing dequant callbacks from mul_mm
* Fix array length mismatches
* vulkan: avoid using workgroup size before it is referenced
* tests: increase timeout for Vulkan llvmpipe backend
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Co-authored-by: Jeff Bolz <jbolz@nvidia.com>