vulkan: fix failing dequant shaders (#15862)
* vulkan: fix failing dequant shaders * add missing const
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@@ -35,8 +35,10 @@ void main() {
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const uint sign7 = bitfieldExtract(signscale, 7 * int(l), 7);
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// Restore parity bit.
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const uint sign8 = sign7 | (bitCount(sign7) << 7);
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const u8vec4 grid0 = unpack8(iq3xxs_grid[data_a[ib].qs[8 * is + 2 * l]]);
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const u8vec4 grid1 = unpack8(iq3xxs_grid[data_a[ib].qs[8 * is + 2 * l + 1]]);
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const uint qs0 = data_a[ib].qs[8 * is + 2 * l];
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const uint qs1 = data_a[ib].qs[8 * is + 2 * l + 1];
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const u8vec4 grid0 = unpack8(iq3xxs_grid[qs0]);
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const u8vec4 grid1 = unpack8(iq3xxs_grid[qs1]);
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data_b[b_idx + 8 * l + 0] = D_TYPE(db * grid0.x * ((sign8 & 1) != 0 ? -1.0 : 1.0));
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data_b[b_idx + 8 * l + 1] = D_TYPE(db * grid0.y * ((sign8 & 2) != 0 ? -1.0 : 1.0));
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data_b[b_idx + 8 * l + 2] = D_TYPE(db * grid0.z * ((sign8 & 4) != 0 ? -1.0 : 1.0));
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