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speedup: just use mat*vec shaders for mat*mat
so far my from-scratch mat*mats are still slower than just running more invocations of the existing Metal ported mat*vec shaders - it should be theoretically possible to make a mat*mat that's faster (for actual mat*mat cases) than an optimal mat*vec, but it will need to be at *least* as fast as the mat*vec op and then take special care to be cache-friendly and save memory bandwidth, as the # of compute ops is the same
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@ -1 +1 @@
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Subproject commit 500689ad356a81a471a7fb68cc70f7aee5a5f56e
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Subproject commit 81c24d7b7df0d3564c8563bb769bd0302588fe1f
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@ -239,11 +239,6 @@ if (LLAMA_KOMPUTE)
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kompute/op_rmsnorm.comp
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kompute/op_diagmask.comp
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kompute/op_mul_mat_mat_f32.comp
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kompute/op_mul_mat_mat_f16.comp
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kompute/op_mul_mat_mat_q8_0.comp
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kompute/op_mul_mat_mat_q4_0.comp
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kompute/op_mul_mat_mat_q4_1.comp
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kompute/op_mul_mat_mat_q6_k.comp
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kompute/op_mul_mat_f16.comp
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kompute/op_mul_mat_q8_0.comp
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kompute/op_mul_mat_q4_0.comp
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@ -275,11 +270,6 @@ if (LLAMA_KOMPUTE)
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shaderop_rmsnorm.h
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shaderop_diagmask.h
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shaderop_mul_mat_mat_f32.h
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shaderop_mul_mat_mat_f16.h
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shaderop_mul_mat_mat_q8_0.h
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shaderop_mul_mat_mat_q4_0.h
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shaderop_mul_mat_mat_q4_1.h
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shaderop_mul_mat_mat_q6_k.h
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shaderop_mul_mat_f16.h
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shaderop_mul_mat_q8_0.h
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shaderop_mul_mat_q4_0.h
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