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command.cpp 52 kB

[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
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7 years ago
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
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  1. // Tencent is pleased to support the open source community by making ncnn available.
  2. //
  3. // Copyright (C) 2018 THL A29 Limited, a Tencent company. All rights reserved.
  4. //
  5. // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
  6. // in compliance with the License. You may obtain a copy of the License at
  7. //
  8. // https://opensource.org/licenses/BSD-3-Clause
  9. //
  10. // Unless required by applicable law or agreed to in writing, software distributed
  11. // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
  12. // CONDITIONS OF ANY KIND, either express or implied. See the License for the
  13. // specific language governing permissions and limitations under the License.
  14. #include "command.h"
  15. #if NCNN_VULKAN
  16. #include <stdio.h>
  17. #include "option.h"
  18. namespace ncnn {
  19. Command::Command(const VulkanDevice* _vkdev, uint32_t _queue_family_index) : vkdev(_vkdev), queue_family_index(_queue_family_index)
  20. {
  21. create_command_pool();
  22. create_command_buffer();
  23. // create fence
  24. VkFenceCreateInfo fenceCreateInfo;
  25. fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
  26. fenceCreateInfo.pNext = 0;
  27. fenceCreateInfo.flags = 0;
  28. VkResult ret = vkCreateFence(vkdev->vkdevice(), &fenceCreateInfo, 0, &fence);
  29. if (ret != VK_SUCCESS)
  30. {
  31. fprintf(stderr, "vkCreateFence failed %d\n", ret);
  32. }
  33. }
  34. Command::~Command()
  35. {
  36. vkDestroyFence(vkdev->vkdevice(), fence, 0);
  37. vkFreeCommandBuffers(vkdev->vkdevice(), command_pool, 1, &command_buffer);
  38. vkDestroyCommandPool(vkdev->vkdevice(), command_pool, 0);
  39. }
  40. int Command::create_command_pool()
  41. {
  42. VkCommandPoolCreateInfo commandPoolCreateInfo;
  43. commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
  44. commandPoolCreateInfo.pNext = 0;
  45. commandPoolCreateInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
  46. commandPoolCreateInfo.queueFamilyIndex = queue_family_index;
  47. VkResult ret = vkCreateCommandPool(vkdev->vkdevice(), &commandPoolCreateInfo, 0, &command_pool);
  48. if (ret != VK_SUCCESS)
  49. {
  50. fprintf(stderr, "vkCreateCommandPool failed %d\n", ret);
  51. return -1;
  52. }
  53. return 0;
  54. }
  55. int Command::create_command_buffer()
  56. {
  57. VkCommandBufferAllocateInfo commandBufferAllocateInfo;
  58. commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
  59. commandBufferAllocateInfo.pNext = 0;
  60. commandBufferAllocateInfo.commandPool = command_pool;
  61. commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
  62. commandBufferAllocateInfo.commandBufferCount = 1;
  63. VkResult ret = vkAllocateCommandBuffers(vkdev->vkdevice(), &commandBufferAllocateInfo, &command_buffer);
  64. if (ret != VK_SUCCESS)
  65. {
  66. fprintf(stderr, "vkAllocateCommandBuffers failed %d\n", ret);
  67. return -1;
  68. }
  69. return 0;
  70. }
  71. int Command::begin_command_buffer()
  72. {
  73. // fprintf(stderr, "==================== begin\n");
  74. VkCommandBufferBeginInfo commandBufferBeginInfo;
  75. commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  76. commandBufferBeginInfo.pNext = 0;
  77. commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  78. commandBufferBeginInfo.pInheritanceInfo = 0;
  79. VkResult ret = vkBeginCommandBuffer(command_buffer, &commandBufferBeginInfo);
  80. if (ret != VK_SUCCESS)
  81. {
  82. fprintf(stderr, "vkBeginCommandBuffer failed %d\n", ret);
  83. return -1;
  84. }
  85. return 0;
  86. }
  87. int Command::end_command_buffer()
  88. {
  89. // fprintf(stderr, "==================== end\n");
  90. VkResult ret = vkEndCommandBuffer(command_buffer);
  91. if (ret != VK_SUCCESS)
  92. {
  93. fprintf(stderr, "vkEndCommandBuffer failed %d\n", ret);
  94. return -1;
  95. }
  96. return 0;
  97. }
  98. int Command::queue_submit_and_wait_fence()
  99. {
  100. // acquire queue and reclaim on return
  101. VkQueue queue = vkdev->acquire_queue(queue_family_index);
  102. if (queue == 0)
  103. {
  104. fprintf(stderr, "out of compute queue\n");
  105. return -1;
  106. }
  107. // fprintf(stderr, "==================== submit\n");
  108. {
  109. VkSubmitInfo submitInfo;
  110. submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  111. submitInfo.pNext = 0;
  112. submitInfo.waitSemaphoreCount = 0;
  113. submitInfo.pWaitSemaphores = 0;
  114. submitInfo.pWaitDstStageMask = 0;
  115. submitInfo.commandBufferCount = 1;
  116. submitInfo.pCommandBuffers = &command_buffer;
  117. submitInfo.signalSemaphoreCount = 0;
  118. submitInfo.pSignalSemaphores = 0;
  119. VkResult ret = vkQueueSubmit(queue, 1, &submitInfo, fence);
  120. if (ret != VK_SUCCESS)
  121. {
  122. fprintf(stderr, "vkQueueSubmit failed %d\n", ret);
  123. vkdev->reclaim_queue(queue_family_index, queue);
  124. return -1;
  125. }
  126. }
  127. // fprintf(stderr, "==================== wait\n");
  128. {
  129. VkResult ret = vkWaitForFences(vkdev->vkdevice(), 1, &fence, VK_TRUE, UINT64_MAX);
  130. if (ret != VK_SUCCESS)
  131. {
  132. fprintf(stderr, "vkWaitForFences failed %d\n", ret);
  133. vkdev->reclaim_queue(queue_family_index, queue);
  134. return -1;
  135. }
  136. }
  137. vkdev->reclaim_queue(queue_family_index, queue);
  138. return 0;
  139. }
  140. VkCompute::VkCompute(const VulkanDevice* _vkdev) : Command(_vkdev, _vkdev->info.compute_queue_family_index)
  141. {
  142. #if NCNN_BENCHMARK
  143. query_count = 0;
  144. query_pool = 0;
  145. #endif // NCNN_BENCHMARK
  146. if (vkdev->info.support_VK_KHR_push_descriptor)
  147. {
  148. begin_command_buffer();
  149. }
  150. }
  151. VkCompute::~VkCompute()
  152. {
  153. if (!vkdev->info.support_VK_KHR_push_descriptor)
  154. {
  155. for (size_t i=0; i<descriptorsets.size(); i++)
  156. {
  157. vkFreeDescriptorSets(vkdev->vkdevice(), descriptor_pools[i], 1, &descriptorsets[i]);
  158. vkDestroyDescriptorPool(vkdev->vkdevice(), descriptor_pools[i], 0);
  159. }
  160. }
  161. #if NCNN_BENCHMARK
  162. if (query_pool)
  163. {
  164. // all submitted commands that refer to queryPool must have completed execution
  165. vkResetCommandBuffer(command_buffer, 0);
  166. vkDestroyQueryPool(vkdev->vkdevice(), query_pool, 0);
  167. }
  168. #endif // NCNN_BENCHMARK
  169. }
  170. void VkCompute::record_upload(const VkMat& m)
  171. {
  172. if (m.allocator->mappable)
  173. return;
  174. record_prepare_transfer_barrier(m);
  175. if (vkdev->info.support_VK_KHR_push_descriptor)
  176. return copy_buffer(m.staging_buffer(), m.staging_buffer_offset(), m.buffer(), m.buffer_offset(), m.total() * m.elemsize);
  177. record_type r;
  178. r.type = 0;
  179. r.copy.src = m.staging_buffer();
  180. r.copy.src_offset = m.staging_buffer_offset();
  181. r.copy.dst = m.buffer();
  182. r.copy.dst_offset = m.buffer_offset();
  183. r.copy.size = m.total() * m.elemsize;
  184. delayed_records.push_back(r);
  185. }
  186. void VkCompute::record_download(const VkMat& m)
  187. {
  188. if (m.allocator->mappable)
  189. {
  190. record_prepare_host_barrier(m);
  191. return;
  192. }
  193. record_prepare_transfer_barrier(m);
  194. if (vkdev->info.support_VK_KHR_push_descriptor)
  195. {
  196. copy_buffer(m.buffer(), m.buffer_offset(), m.staging_buffer(), m.staging_buffer_offset(), m.total() * m.elemsize);
  197. record_prepare_host_barrier(m);
  198. return;
  199. }
  200. record_type r;
  201. r.type = 0;
  202. r.copy.src = m.buffer();
  203. r.copy.src_offset = m.buffer_offset();
  204. r.copy.dst = m.staging_buffer();
  205. r.copy.dst_offset = m.staging_buffer_offset();
  206. r.copy.size = m.total() * m.elemsize;
  207. delayed_records.push_back(r);
  208. record_prepare_host_barrier(m);
  209. }
  210. void VkCompute::record_clone(const VkMat& src, const VkMat& dst)
  211. {
  212. record_prepare_transfer_barrier(src);
  213. record_prepare_transfer_barrier(dst);
  214. if (vkdev->info.support_VK_KHR_push_descriptor)
  215. return copy_buffer(src.buffer(), src.buffer_offset(), dst.buffer(), dst.buffer_offset(), src.total() * src.elemsize);
  216. record_type r;
  217. r.type = 0;
  218. r.copy.src = src.buffer();
  219. r.copy.src_offset = src.buffer_offset();
  220. r.copy.dst = dst.buffer();
  221. r.copy.dst_offset = dst.buffer_offset();
  222. r.copy.size = src.total() * src.elemsize;
  223. delayed_records.push_back(r);
  224. }
  225. void VkCompute::record_copy_region(const VkMat& src, const VkMat& dst, const VkBufferCopy& region)
  226. {
  227. std::vector<VkBufferCopy> regions(1);
  228. regions[0] = region;
  229. record_copy_regions(src, dst, regions);
  230. }
  231. void VkCompute::record_copy_regions(const VkMat& src, const VkMat& dst, const std::vector<VkBufferCopy>& regions)
  232. {
  233. record_prepare_transfer_barrier(src);
  234. record_prepare_transfer_barrier(dst);
  235. if (vkdev->info.support_VK_KHR_push_descriptor)
  236. return copy_buffer_regions(src.buffer(), dst.buffer(), regions);
  237. record_type r;
  238. r.type = 1;
  239. r.copy_regions.src = src.buffer();
  240. r.copy_regions.dst = dst.buffer();
  241. r.regions = regions;
  242. delayed_records.push_back(r);
  243. }
  244. void VkCompute::record_pipeline(const Pipeline* pipeline, const std::vector<VkMat>& bindings, const std::vector<vk_constant_type>& constants, const VkMat& m)
  245. {
  246. const int binding_count = bindings.size();
  247. for (int i=0; i<binding_count; i++)
  248. {
  249. // skip readonly weight blob
  250. if (bindings[i].data->state == 4)
  251. continue;
  252. record_prepare_compute_barrier(bindings[i]);
  253. }
  254. record_bind_pipeline(pipeline->pipeline);
  255. record_update_bindings(pipeline->pipeline_layout, pipeline->descriptorset_layout, pipeline->descriptor_update_template, bindings);
  256. record_push_constants(pipeline->pipeline_layout, constants);
  257. uint32_t group_count_xyz[3];
  258. group_count_xyz[0] = (m.w + pipeline->local_size_x - 1) / pipeline->local_size_x;
  259. group_count_xyz[1] = (m.h + pipeline->local_size_y - 1) / pipeline->local_size_y;
  260. group_count_xyz[2] = (m.c + pipeline->local_size_z - 1) / pipeline->local_size_z;
  261. record_dispatch(group_count_xyz);
  262. }
  263. #if NCNN_BENCHMARK
  264. void VkCompute::record_write_timestamp(uint32_t query)
  265. {
  266. if (vkdev->info.support_VK_KHR_push_descriptor)
  267. return write_timestamp(query);
  268. record_type r;
  269. r.type = 10;
  270. r.write_timestamp.query = query;
  271. delayed_records.push_back(r);
  272. }
  273. #endif // NCNN_BENCHMARK
  274. void VkCompute::record_queue_transfer_acquire(const VkMat& m, uint32_t src_queue_family_index)
  275. {
  276. if (queue_family_index == src_queue_family_index)
  277. return;
  278. if (vkdev->info.support_VK_KHR_push_descriptor)
  279. return queue_transfer_acquire_barrier(m.buffer(), m.buffer_offset(), m.total() * m.elemsize, src_queue_family_index);
  280. record_type r;
  281. r.type = 16;
  282. r.queue_transfer_acquire_barrier.buffer = m.buffer();
  283. r.queue_transfer_acquire_barrier.offset = m.buffer_offset();
  284. r.queue_transfer_acquire_barrier.size = m.total() * m.elemsize;
  285. r.queue_transfer_acquire_barrier.src_queue_family_index = src_queue_family_index;
  286. delayed_records.push_back(r);
  287. }
  288. #if __ANDROID_API__ >= 26
  289. void VkCompute::record_import_android_hardware_buffer(const ImportAndroidHardwareBufferPipeline* pipeline, const VkImageMat& im, const VkMat& m)
  290. {
  291. record_initial_image_compute_barrier(im);
  292. record_bind_pipeline(pipeline->pipeline);
  293. record_update_import_android_hardware_buffer_bindings(pipeline->pipeline_layout, pipeline->descriptorset_layout, pipeline->descriptor_update_template, pipeline->sampler, im, m);
  294. uint32_t group_count_xyz[3];
  295. group_count_xyz[0] = (m.w + 7) / 8;
  296. group_count_xyz[1] = (m.h + 7) / 8;
  297. group_count_xyz[2] = 1;
  298. record_dispatch(group_count_xyz);
  299. }
  300. #endif // __ANDROID_API__ >= 26
  301. void VkCompute::record_bind_pipeline(VkPipeline pipeline)
  302. {
  303. if (vkdev->info.support_VK_KHR_push_descriptor)
  304. return bind_pipeline(pipeline);
  305. record_type r;
  306. r.type = 2;
  307. r.bind_pipeline.pipeline = pipeline;
  308. delayed_records.push_back(r);
  309. }
  310. void VkCompute::record_update_bindings(VkPipelineLayout pipeline_layout, VkDescriptorSetLayout descriptorset_layout, VkDescriptorUpdateTemplateKHR descriptor_update_template, const std::vector<VkMat>& bindings)
  311. {
  312. const int binding_count = bindings.size();
  313. if (binding_count == 0)
  314. return;
  315. std::vector<VkDescriptorBufferInfo> descriptorBufferInfos(binding_count);
  316. for (int i=0; i<binding_count; i++)
  317. {
  318. descriptorBufferInfos[i].buffer = bindings[i].buffer();
  319. descriptorBufferInfos[i].offset = bindings[i].buffer_offset();
  320. descriptorBufferInfos[i].range = bindings[i].total() * bindings[i].elemsize;
  321. }
  322. if (vkdev->info.support_VK_KHR_push_descriptor)
  323. return update_bindings(pipeline_layout, descriptor_update_template, descriptorBufferInfos);
  324. // create new descriptor_pool and descriptorset
  325. VkDescriptorPool descriptor_pool;
  326. {
  327. VkDescriptorPoolSize poolSize;
  328. poolSize.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  329. poolSize.descriptorCount = binding_count;
  330. VkDescriptorPoolCreateInfo descriptorPoolCreateInfo;
  331. descriptorPoolCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  332. descriptorPoolCreateInfo.pNext = 0;
  333. descriptorPoolCreateInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  334. descriptorPoolCreateInfo.maxSets = 1;
  335. descriptorPoolCreateInfo.poolSizeCount = 1;
  336. descriptorPoolCreateInfo.pPoolSizes = &poolSize;
  337. VkResult ret = vkCreateDescriptorPool(vkdev->vkdevice(), &descriptorPoolCreateInfo, 0, &descriptor_pool);
  338. if (ret != VK_SUCCESS)
  339. {
  340. fprintf(stderr, "vkCreateDescriptorPool failed %d\n", ret);
  341. return;
  342. }
  343. }
  344. descriptor_pools.push_back(descriptor_pool);
  345. VkDescriptorSet descriptorset;
  346. {
  347. VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
  348. descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
  349. descriptorSetAllocateInfo.pNext = 0;
  350. descriptorSetAllocateInfo.descriptorPool = descriptor_pool;
  351. descriptorSetAllocateInfo.descriptorSetCount = 1;
  352. descriptorSetAllocateInfo.pSetLayouts = &descriptorset_layout;
  353. VkResult ret = vkAllocateDescriptorSets(vkdev->vkdevice(), &descriptorSetAllocateInfo, &descriptorset);
  354. if (ret != VK_SUCCESS)
  355. {
  356. fprintf(stderr, "vkAllocateDescriptorSets failed %d\n", ret);
  357. return;
  358. }
  359. }
  360. descriptorsets.push_back(descriptorset);
  361. // fprintf(stderr, "update descriptorset %p\n", descriptorset);
  362. if (vkdev->info.support_VK_KHR_descriptor_update_template)
  363. {
  364. vkdev->vkUpdateDescriptorSetWithTemplateKHR(vkdev->vkdevice(), descriptorset, descriptor_update_template, descriptorBufferInfos.data());
  365. }
  366. else
  367. {
  368. std::vector<VkWriteDescriptorSet> writeDescriptorSets(binding_count);
  369. for (int i=0; i<binding_count; i++)
  370. {
  371. writeDescriptorSets[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  372. writeDescriptorSets[i].pNext = 0;
  373. writeDescriptorSets[i].dstSet = descriptorset;
  374. writeDescriptorSets[i].dstBinding = i;
  375. writeDescriptorSets[i].dstArrayElement = 0;
  376. writeDescriptorSets[i].descriptorCount = 1;
  377. writeDescriptorSets[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  378. writeDescriptorSets[i].pImageInfo = 0;
  379. writeDescriptorSets[i].pBufferInfo = &descriptorBufferInfos[i];
  380. writeDescriptorSets[i].pTexelBufferView = 0;
  381. }
  382. vkUpdateDescriptorSets(vkdev->vkdevice(), binding_count, writeDescriptorSets.data(), 0, 0);
  383. }
  384. record_type r;
  385. r.type = 3;
  386. r.bind_descriptorset.pipeline_layout = pipeline_layout;
  387. r.bind_descriptorset.descriptorset = descriptorset;
  388. delayed_records.push_back(r);
  389. }
  390. void VkCompute::record_push_constants(VkPipelineLayout pipeline_layout, const std::vector<vk_constant_type>& constants)
  391. {
  392. if (vkdev->info.support_VK_KHR_push_descriptor)
  393. return push_constants(pipeline_layout, constants);
  394. record_type r;
  395. r.type = 4;
  396. r.push_constants.pipeline_layout = pipeline_layout;
  397. r.constants = constants;
  398. delayed_records.push_back(r);
  399. }
  400. void VkCompute::record_dispatch(const uint32_t* group_count_xyz)
  401. {
  402. if (vkdev->info.support_VK_KHR_push_descriptor)
  403. return dispatch(group_count_xyz);
  404. record_type r;
  405. r.type = 5;
  406. r.dispatch.group_count_xyz[0] = group_count_xyz[0];
  407. r.dispatch.group_count_xyz[1] = group_count_xyz[1];
  408. r.dispatch.group_count_xyz[2] = group_count_xyz[2];
  409. delayed_records.push_back(r);
  410. }
  411. void VkCompute::record_transfer_compute_barrier(const VkMat& m)
  412. {
  413. m.data->state = 3;
  414. if (vkdev->info.support_VK_KHR_push_descriptor)
  415. return transfer_compute_barrier(m.buffer(), m.buffer_offset(), m.total() * m.elemsize);
  416. record_type r;
  417. r.type = 6;
  418. r.transfer_compute_barrier.buffer = m.buffer();
  419. r.transfer_compute_barrier.offset = m.buffer_offset();
  420. r.transfer_compute_barrier.size = m.total() * m.elemsize;
  421. delayed_records.push_back(r);
  422. }
  423. void VkCompute::record_compute_transfer_barrier(const VkMat& m)
  424. {
  425. m.data->state = 2;
  426. if (vkdev->info.support_VK_KHR_push_descriptor)
  427. return compute_transfer_barrier(m.buffer(), m.buffer_offset(), m.total() * m.elemsize);
  428. record_type r;
  429. r.type = 7;
  430. r.compute_transfer_barrier.buffer = m.buffer();
  431. r.compute_transfer_barrier.offset = m.buffer_offset();
  432. r.compute_transfer_barrier.size = m.total() * m.elemsize;
  433. delayed_records.push_back(r);
  434. }
  435. void VkCompute::record_compute_compute_barrier(const VkMat& m)
  436. {
  437. m.data->state = 3;
  438. if (vkdev->info.support_VK_KHR_push_descriptor)
  439. return compute_compute_barrier(m.buffer(), m.buffer_offset(), m.total() * m.elemsize);
  440. record_type r;
  441. r.type = 8;
  442. r.compute_compute_barrier.buffer = m.buffer();
  443. r.compute_compute_barrier.offset = m.buffer_offset();
  444. r.compute_compute_barrier.size = m.total() * m.elemsize;
  445. delayed_records.push_back(r);
  446. }
  447. void VkCompute::record_transfer_transfer_barrier(const VkMat& m)
  448. {
  449. m.data->state = 2;
  450. if (vkdev->info.support_VK_KHR_push_descriptor)
  451. return transfer_transfer_barrier(m.buffer(), m.buffer_offset(), m.total() * m.elemsize);
  452. record_type r;
  453. r.type = 9;
  454. r.transfer_transfer_barrier.buffer = m.buffer();
  455. r.transfer_transfer_barrier.offset = m.buffer_offset();
  456. r.transfer_transfer_barrier.size = m.total() * m.elemsize;
  457. delayed_records.push_back(r);
  458. }
  459. void VkCompute::record_host_transfer_barrier(const VkMat& m)
  460. {
  461. m.data->state = 2;
  462. if (!m.allocator->mappable && !m.staging_data)
  463. return;
  464. VkBuffer buffer = m.allocator->mappable ? m.buffer() : m.staging_buffer();
  465. size_t buffer_offset = m.allocator->mappable ? m.buffer_offset() : m.staging_buffer_offset();
  466. if (vkdev->info.support_VK_KHR_push_descriptor)
  467. return host_transfer_barrier(buffer, buffer_offset, m.total() * m.elemsize);
  468. record_type r;
  469. r.type = 12;
  470. r.host_transfer_barrier.buffer = buffer;
  471. r.host_transfer_barrier.offset = buffer_offset;
  472. r.host_transfer_barrier.size = m.total() * m.elemsize;
  473. delayed_records.push_back(r);
  474. }
  475. void VkCompute::record_transfer_host_barrier(const VkMat& m)
  476. {
  477. m.data->state = 1;
  478. if (!m.allocator->mappable && !m.staging_data)
  479. return;
  480. VkBuffer buffer = m.allocator->mappable ? m.buffer() : m.staging_buffer();
  481. size_t buffer_offset = m.allocator->mappable ? m.buffer_offset() : m.staging_buffer_offset();
  482. if (vkdev->info.support_VK_KHR_push_descriptor)
  483. return transfer_host_barrier(buffer, buffer_offset, m.total() * m.elemsize);
  484. record_type r;
  485. r.type = 13;
  486. r.transfer_host_barrier.buffer = buffer;
  487. r.transfer_host_barrier.offset = buffer_offset;
  488. r.transfer_host_barrier.size = m.total() * m.elemsize;
  489. delayed_records.push_back(r);
  490. }
  491. void VkCompute::record_host_compute_barrier(const VkMat& m)
  492. {
  493. m.data->state = 3;
  494. if (!m.allocator->mappable && !m.staging_data)
  495. return;
  496. VkBuffer buffer = m.allocator->mappable ? m.buffer() : m.staging_buffer();
  497. size_t buffer_offset = m.allocator->mappable ? m.buffer_offset() : m.staging_buffer_offset();
  498. if (vkdev->info.support_VK_KHR_push_descriptor)
  499. return host_compute_barrier(buffer, buffer_offset, m.total() * m.elemsize);
  500. record_type r;
  501. r.type = 14;
  502. r.host_compute_barrier.buffer = buffer;
  503. r.host_compute_barrier.offset = buffer_offset;
  504. r.host_compute_barrier.size = m.total() * m.elemsize;
  505. delayed_records.push_back(r);
  506. }
  507. void VkCompute::record_compute_host_barrier(const VkMat& m)
  508. {
  509. m.data->state = 1;
  510. if (!m.allocator->mappable && !m.staging_data)
  511. return;
  512. VkBuffer buffer = m.allocator->mappable ? m.buffer() : m.staging_buffer();
  513. size_t buffer_offset = m.allocator->mappable ? m.buffer_offset() : m.staging_buffer_offset();
  514. if (vkdev->info.support_VK_KHR_push_descriptor)
  515. return compute_host_barrier(buffer, buffer_offset, m.total() * m.elemsize);
  516. record_type r;
  517. r.type = 15;
  518. r.compute_host_barrier.buffer = buffer;
  519. r.compute_host_barrier.offset = buffer_offset;
  520. r.compute_host_barrier.size = m.total() * m.elemsize;
  521. delayed_records.push_back(r);
  522. }
  523. void VkCompute::record_prepare_transfer_barrier(const VkMat& m)
  524. {
  525. if (m.data->state == 1)
  526. return record_host_transfer_barrier(m);
  527. if (m.data->state == 2)
  528. return record_transfer_transfer_barrier(m);
  529. if (m.data->state == 3)
  530. return record_compute_transfer_barrier(m);
  531. m.data->state = 2;
  532. }
  533. void VkCompute::record_prepare_compute_barrier(const VkMat& m)
  534. {
  535. if (m.data->state == 1)
  536. return record_host_compute_barrier(m);
  537. if (m.data->state == 2)
  538. return record_transfer_compute_barrier(m);
  539. if (m.data->state == 3)
  540. return record_compute_compute_barrier(m);
  541. m.data->state = 3;
  542. }
  543. void VkCompute::record_prepare_host_barrier(const VkMat& m)
  544. {
  545. if (m.data->state == 2)
  546. return record_transfer_host_barrier(m);
  547. if (m.data->state == 3)
  548. return record_compute_host_barrier(m);
  549. m.data->state = 1;
  550. }
  551. void VkCompute::record_initial_image_compute_barrier(const VkImageMat& im)
  552. {
  553. if (vkdev->info.support_VK_KHR_push_descriptor)
  554. return initial_image_compute_barrier(im.image());
  555. record_type r;
  556. r.type = 11;
  557. r.initial_image_compute_barrier.image = im.image();
  558. delayed_records.push_back(r);
  559. }
  560. #if __ANDROID_API__ >= 26
  561. void VkCompute::record_update_import_android_hardware_buffer_bindings(VkPipelineLayout pipeline_layout, VkDescriptorSetLayout descriptorset_layout, VkDescriptorUpdateTemplateKHR descriptor_update_template, VkSampler sampler, const VkImageMat& im, const VkMat& m)
  562. {
  563. VkDescriptorImageInfo descriptorImageInfo;
  564. descriptorImageInfo.sampler = sampler;
  565. descriptorImageInfo.imageView = im.imageview();
  566. descriptorImageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
  567. VkDescriptorBufferInfo descriptorBufferInfo;
  568. descriptorBufferInfo.buffer = m.buffer();
  569. descriptorBufferInfo.offset = m.buffer_offset();
  570. descriptorBufferInfo.range = m.total() * m.elemsize;
  571. if (vkdev->info.support_VK_KHR_push_descriptor)
  572. {
  573. return update_import_android_hardware_buffer_bindings(pipeline_layout, descriptor_update_template, descriptorImageInfo, descriptorBufferInfo);
  574. }
  575. // create new descriptor_pool and descriptorset
  576. VkDescriptorPool descriptor_pool;
  577. {
  578. VkDescriptorPoolSize poolSizes[2];
  579. poolSizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  580. poolSizes[0].descriptorCount = 1;
  581. poolSizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  582. poolSizes[1].descriptorCount = 1;
  583. VkDescriptorPoolCreateInfo descriptorPoolCreateInfo;
  584. descriptorPoolCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  585. descriptorPoolCreateInfo.pNext = 0;
  586. descriptorPoolCreateInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  587. descriptorPoolCreateInfo.maxSets = 1;
  588. descriptorPoolCreateInfo.poolSizeCount = 2;
  589. descriptorPoolCreateInfo.pPoolSizes = poolSizes;
  590. VkResult ret = vkCreateDescriptorPool(vkdev->vkdevice(), &descriptorPoolCreateInfo, 0, &descriptor_pool);
  591. if (ret != VK_SUCCESS)
  592. {
  593. fprintf(stderr, "vkCreateDescriptorPool failed %d\n", ret);
  594. return;
  595. }
  596. }
  597. descriptor_pools.push_back(descriptor_pool);
  598. VkDescriptorSet descriptorset;
  599. {
  600. VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
  601. descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
  602. descriptorSetAllocateInfo.pNext = 0;
  603. descriptorSetAllocateInfo.descriptorPool = descriptor_pool;
  604. descriptorSetAllocateInfo.descriptorSetCount = 1;
  605. descriptorSetAllocateInfo.pSetLayouts = &descriptorset_layout;
  606. VkResult ret = vkAllocateDescriptorSets(vkdev->vkdevice(), &descriptorSetAllocateInfo, &descriptorset);
  607. if (ret != VK_SUCCESS)
  608. {
  609. fprintf(stderr, "vkAllocateDescriptorSets failed %d\n", ret);
  610. return;
  611. }
  612. }
  613. descriptorsets.push_back(descriptorset);
  614. // fprintf(stderr, "update descriptorset %p\n", descriptorset);
  615. if (vkdev->info.support_VK_KHR_descriptor_update_template)
  616. {
  617. struct ImportAndroidHardwareBufferDescriptorInfo
  618. {
  619. VkDescriptorImageInfo imageInfo;
  620. VkDescriptorBufferInfo bufferInfo;
  621. VkDescriptorBufferInfo buffer4Info;
  622. };
  623. ImportAndroidHardwareBufferDescriptorInfo info;
  624. info.imageInfo = descriptorImageInfo;
  625. info.bufferInfo = descriptorBufferInfo;
  626. info.buffer4Info = descriptorBufferInfo;
  627. vkdev->vkUpdateDescriptorSetWithTemplateKHR(vkdev->vkdevice(), descriptorset, descriptor_update_template, &info);
  628. }
  629. else
  630. {
  631. VkWriteDescriptorSet writeDescriptorSets[3];
  632. writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  633. writeDescriptorSets[0].pNext = 0;
  634. writeDescriptorSets[0].dstSet = descriptorset;
  635. writeDescriptorSets[0].dstBinding = 0;
  636. writeDescriptorSets[0].dstArrayElement = 0;
  637. writeDescriptorSets[0].descriptorCount = 1;
  638. writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  639. writeDescriptorSets[0].pImageInfo = &descriptorImageInfo;
  640. writeDescriptorSets[0].pBufferInfo = 0;
  641. writeDescriptorSets[0].pTexelBufferView = 0;
  642. writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  643. writeDescriptorSets[1].pNext = 0;
  644. writeDescriptorSets[1].dstSet = descriptorset;
  645. writeDescriptorSets[1].dstBinding = 1;
  646. writeDescriptorSets[1].dstArrayElement = 0;
  647. writeDescriptorSets[1].descriptorCount = 1;
  648. writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  649. writeDescriptorSets[1].pImageInfo = 0;
  650. writeDescriptorSets[1].pBufferInfo = &descriptorBufferInfo;
  651. writeDescriptorSets[1].pTexelBufferView = 0;
  652. writeDescriptorSets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  653. writeDescriptorSets[2].pNext = 0;
  654. writeDescriptorSets[2].dstSet = descriptorset;
  655. writeDescriptorSets[2].dstBinding = 2;
  656. writeDescriptorSets[2].dstArrayElement = 0;
  657. writeDescriptorSets[2].descriptorCount = 1;
  658. writeDescriptorSets[2].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  659. writeDescriptorSets[2].pImageInfo = 0;
  660. writeDescriptorSets[2].pBufferInfo = &descriptorBufferInfo;
  661. writeDescriptorSets[2].pTexelBufferView = 0;
  662. vkUpdateDescriptorSets(vkdev->vkdevice(), 3, writeDescriptorSets, 0, 0);
  663. }
  664. record_type r;
  665. r.type = 3;
  666. r.bind_descriptorset.pipeline_layout = pipeline_layout;
  667. r.bind_descriptorset.descriptorset = descriptorset;
  668. delayed_records.push_back(r);
  669. }
  670. #endif // __ANDROID_API__ >= 26
  671. int VkCompute::submit_and_wait()
  672. {
  673. if (vkdev->info.support_VK_KHR_push_descriptor)
  674. {
  675. end_command_buffer();
  676. return queue_submit_and_wait_fence();
  677. }
  678. begin_command_buffer();
  679. #if NCNN_BENCHMARK
  680. reset_query_pool();
  681. #endif // NCNN_BENCHMARK
  682. // handle delayed records
  683. for (size_t i=0; i<delayed_records.size(); i++)
  684. {
  685. const record_type& r = delayed_records[i];
  686. switch (r.type)
  687. {
  688. case 0:
  689. copy_buffer(r.copy.src, r.copy.src_offset, r.copy.dst, r.copy.dst_offset, r.copy.size);
  690. break;
  691. case 1:
  692. copy_buffer_regions(r.copy_regions.src, r.copy_regions.dst, r.regions);
  693. break;
  694. case 2:
  695. bind_pipeline(r.bind_pipeline.pipeline);
  696. break;
  697. case 3:
  698. bind_descriptorset(r.bind_descriptorset.pipeline_layout, r.bind_descriptorset.descriptorset);
  699. break;
  700. case 4:
  701. push_constants(r.push_constants.pipeline_layout, r.constants);
  702. break;
  703. case 5:
  704. dispatch(r.dispatch.group_count_xyz);
  705. break;
  706. case 6:
  707. transfer_compute_barrier(r.transfer_compute_barrier.buffer, r.transfer_compute_barrier.offset, r.transfer_compute_barrier.size);
  708. break;
  709. case 7:
  710. compute_transfer_barrier(r.compute_transfer_barrier.buffer, r.compute_transfer_barrier.offset, r.compute_transfer_barrier.size);
  711. break;
  712. case 8:
  713. compute_compute_barrier(r.compute_compute_barrier.buffer, r.compute_compute_barrier.offset, r.compute_compute_barrier.size);
  714. break;
  715. case 9:
  716. transfer_transfer_barrier(r.compute_compute_barrier.buffer, r.compute_compute_barrier.offset, r.compute_compute_barrier.size);
  717. break;
  718. #if NCNN_BENCHMARK
  719. case 10:
  720. write_timestamp(r.write_timestamp.query);
  721. break;
  722. #endif // NCNN_BENCHMARK
  723. case 11:
  724. initial_image_compute_barrier(r.initial_image_compute_barrier.image);
  725. break;
  726. case 12:
  727. host_transfer_barrier(r.host_transfer_barrier.buffer, r.host_transfer_barrier.offset, r.host_transfer_barrier.size);
  728. break;
  729. case 13:
  730. transfer_host_barrier(r.transfer_host_barrier.buffer, r.transfer_host_barrier.offset, r.transfer_host_barrier.size);
  731. break;
  732. case 14:
  733. host_compute_barrier(r.host_compute_barrier.buffer, r.host_compute_barrier.offset, r.host_compute_barrier.size);
  734. break;
  735. case 15:
  736. compute_host_barrier(r.compute_host_barrier.buffer, r.compute_host_barrier.offset, r.compute_host_barrier.size);
  737. break;
  738. case 16:
  739. queue_transfer_acquire_barrier(r.queue_transfer_acquire_barrier.buffer, r.queue_transfer_acquire_barrier.offset, r.queue_transfer_acquire_barrier.size, r.queue_transfer_acquire_barrier.src_queue_family_index);
  740. break;
  741. }
  742. }
  743. end_command_buffer();
  744. delayed_records.clear();
  745. return queue_submit_and_wait_fence();
  746. }
  747. int VkCompute::reset()
  748. {
  749. // fprintf(stderr, "cmd reset\n");
  750. VkResult ret = vkResetCommandBuffer(command_buffer, 0);
  751. if (ret != VK_SUCCESS)
  752. {
  753. fprintf(stderr, "vkResetCommandBuffer failed %d\n", ret);
  754. return -1;
  755. }
  756. ret = vkResetFences(vkdev->vkdevice(), 1, &fence);
  757. if (ret != VK_SUCCESS)
  758. {
  759. fprintf(stderr, "vkResetFences failed %d\n", ret);
  760. return -1;
  761. }
  762. if (vkdev->info.support_VK_KHR_push_descriptor)
  763. {
  764. begin_command_buffer();
  765. #if NCNN_BENCHMARK
  766. reset_query_pool();
  767. #endif // NCNN_BENCHMARK
  768. }
  769. return 0;
  770. }
  771. #if NCNN_BENCHMARK
  772. int VkCompute::create_query_pool(uint32_t _query_count)
  773. {
  774. query_count = _query_count;
  775. VkQueryPoolCreateInfo queryPoolCreateInfo;
  776. queryPoolCreateInfo.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
  777. queryPoolCreateInfo.pNext = 0;
  778. queryPoolCreateInfo.flags = 0;
  779. queryPoolCreateInfo.queryType = VK_QUERY_TYPE_TIMESTAMP;
  780. queryPoolCreateInfo.queryCount = query_count;
  781. queryPoolCreateInfo.pipelineStatistics = 0;
  782. VkResult ret = vkCreateQueryPool(vkdev->vkdevice(), &queryPoolCreateInfo, 0, &query_pool);
  783. if (ret != VK_SUCCESS)
  784. {
  785. fprintf(stderr, "vkCreateQueryPool failed %d\n", ret);
  786. return -1;
  787. }
  788. if (vkdev->info.support_VK_KHR_push_descriptor)
  789. {
  790. reset_query_pool();
  791. }
  792. return 0;
  793. }
  794. int VkCompute::get_query_pool_results(uint32_t first_query, uint32_t query_count, std::vector<uint64_t>& results)
  795. {
  796. if (results.size() < first_query + query_count)
  797. {
  798. fprintf(stderr, "results not large enough\n");
  799. return -1;
  800. }
  801. VkResult ret = vkGetQueryPoolResults(vkdev->vkdevice(), query_pool, first_query, query_count,
  802. query_count * sizeof(uint64_t), results.data() + first_query, sizeof(uint64_t), VK_QUERY_RESULT_64_BIT);
  803. if (ret != VK_SUCCESS && ret != VK_NOT_READY)
  804. {
  805. fprintf(stderr, "vkGetQueryPoolResults failed %d\n", ret);
  806. return -1;
  807. }
  808. return 0;
  809. }
  810. #endif // NCNN_BENCHMARK
  811. void VkCompute::copy_buffer(VkBuffer src, size_t src_offset, VkBuffer dst, size_t dst_offset, size_t size)
  812. {
  813. // fprintf(stderr, "cmd copy %p[+%lu] to %p[+%lu] %lu\n", src, src_offset, dst, dst_offset, size);
  814. VkBufferCopy region;
  815. region.srcOffset = src_offset;
  816. region.dstOffset = dst_offset;
  817. region.size = size;
  818. vkCmdCopyBuffer(command_buffer, src, dst, 1, &region);
  819. }
  820. void VkCompute::copy_buffer_regions(VkBuffer src, VkBuffer dst, const std::vector<VkBufferCopy>& regions)
  821. {
  822. // fprintf(stderr, "cmd copy regions %p to %p\n", src, dst);
  823. vkCmdCopyBuffer(command_buffer, src, dst, regions.size(), regions.data());
  824. }
  825. void VkCompute::bind_pipeline(VkPipeline pipeline)
  826. {
  827. // fprintf(stderr, "cmd bind_pipeline %p\n", pipeline);
  828. vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
  829. }
  830. void VkCompute::bind_descriptorset(VkPipelineLayout pipeline_layout, VkDescriptorSet descriptorset)
  831. {
  832. // fprintf(stderr, "cmd bind_descriptorset %p %p\n", pipeline_layout, descriptorset);
  833. vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1, &descriptorset, 0, 0);
  834. }
  835. void VkCompute::update_bindings(VkPipelineLayout pipeline_layout, VkDescriptorUpdateTemplateKHR descriptor_update_template, const std::vector<VkDescriptorBufferInfo>& descriptorBufferInfos)
  836. {
  837. // fprintf(stderr, "cmd update_bindings %p %p\n", pipeline_layout, descriptor_update_template);
  838. vkdev->vkCmdPushDescriptorSetWithTemplateKHR(command_buffer, descriptor_update_template, pipeline_layout, 0, descriptorBufferInfos.data());
  839. }
  840. void VkCompute::push_constants(VkPipelineLayout pipeline_layout, const std::vector<vk_constant_type>& constants)
  841. {
  842. // fprintf(stderr, "cmd push_constants %p\n", pipeline_layout);
  843. vkCmdPushConstants(command_buffer, pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, constants.size() * sizeof(vk_constant_type), constants.data());
  844. }
  845. void VkCompute::dispatch(const uint32_t* group_count_xyz)
  846. {
  847. // fprintf(stderr, "cmd dispatch %d %d %d\n", group_count_xyz[0], group_count_xyz[1], group_count_xyz[2]);
  848. vkCmdDispatch(command_buffer, group_count_xyz[0], group_count_xyz[1], group_count_xyz[2]);
  849. }
  850. void VkCompute::transfer_compute_barrier(VkBuffer buffer, size_t offset, size_t size)
  851. {
  852. // fprintf(stderr, "cmd transfer_compute_barrier %p[+%lu] %lu\n", buffer, offset, size);
  853. VkBufferMemoryBarrier bufferBarrier;
  854. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  855. bufferBarrier.pNext = 0;
  856. bufferBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  857. bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  858. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  859. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  860. bufferBarrier.buffer = buffer;
  861. bufferBarrier.offset = offset;
  862. bufferBarrier.size = size;
  863. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  864. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  865. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  866. }
  867. void VkCompute::compute_transfer_barrier(VkBuffer buffer, size_t offset, size_t size)
  868. {
  869. // fprintf(stderr, "cmd compute_transfer_barrier %p[+%lu] %lu\n", buffer, offset, size);
  870. VkBufferMemoryBarrier bufferBarrier;
  871. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  872. bufferBarrier.pNext = 0;
  873. bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  874. bufferBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  875. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  876. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  877. bufferBarrier.buffer = buffer;
  878. bufferBarrier.offset = offset;
  879. bufferBarrier.size = size;
  880. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  881. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  882. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  883. }
  884. void VkCompute::compute_compute_barrier(VkBuffer buffer, size_t offset, size_t size)
  885. {
  886. // fprintf(stderr, "cmd compute_compute_barrier %p[+%lu] %lu\n", buffer, offset, size);
  887. VkBufferMemoryBarrier bufferBarrier;
  888. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  889. bufferBarrier.pNext = 0;
  890. bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
  891. bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  892. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  893. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  894. bufferBarrier.buffer = buffer;
  895. bufferBarrier.offset = offset;
  896. bufferBarrier.size = size;
  897. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  898. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  899. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  900. }
  901. void VkCompute::transfer_transfer_barrier(VkBuffer buffer, size_t offset, size_t size)
  902. {
  903. // fprintf(stderr, "cmd transfer_transfer_barrier %p[+%lu] %lu\n", buffer, offset, size);
  904. VkBufferMemoryBarrier bufferBarrier;
  905. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  906. bufferBarrier.pNext = 0;
  907. bufferBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  908. bufferBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  909. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  910. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  911. bufferBarrier.buffer = buffer;
  912. bufferBarrier.offset = offset;
  913. bufferBarrier.size = size;
  914. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  915. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  916. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  917. }
  918. void VkCompute::host_transfer_barrier(VkBuffer buffer, size_t offset, size_t size)
  919. {
  920. // fprintf(stderr, "cmd host_transfer_barrier %p[+%lu] %lu\n", buffer, offset, size);
  921. VkBufferMemoryBarrier bufferBarrier;
  922. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  923. bufferBarrier.pNext = 0;
  924. bufferBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
  925. bufferBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  926. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  927. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  928. bufferBarrier.buffer = buffer;
  929. bufferBarrier.offset = offset;
  930. bufferBarrier.size = size;
  931. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_HOST_BIT;
  932. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  933. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  934. }
  935. void VkCompute::transfer_host_barrier(VkBuffer buffer, size_t offset, size_t size)
  936. {
  937. // fprintf(stderr, "cmd transfer_host_barrier %p[+%lu] %lu\n", buffer, offset, size);
  938. VkBufferMemoryBarrier bufferBarrier;
  939. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  940. bufferBarrier.pNext = 0;
  941. bufferBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  942. bufferBarrier.dstAccessMask = VK_ACCESS_HOST_READ_BIT;
  943. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  944. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  945. bufferBarrier.buffer = buffer;
  946. bufferBarrier.offset = offset;
  947. bufferBarrier.size = size;
  948. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  949. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_HOST_BIT;
  950. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  951. }
  952. void VkCompute::host_compute_barrier(VkBuffer buffer, size_t offset, size_t size)
  953. {
  954. // fprintf(stderr, "cmd host_compute_barrier %p[+%lu] %lu\n", buffer, offset, size);
  955. VkBufferMemoryBarrier bufferBarrier;
  956. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  957. bufferBarrier.pNext = 0;
  958. bufferBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
  959. bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  960. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  961. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  962. bufferBarrier.buffer = buffer;
  963. bufferBarrier.offset = offset;
  964. bufferBarrier.size = size;
  965. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_HOST_BIT;
  966. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  967. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  968. }
  969. void VkCompute::compute_host_barrier(VkBuffer buffer, size_t offset, size_t size)
  970. {
  971. // fprintf(stderr, "cmd compute_host_barrier %p[+%lu] %lu\n", buffer, offset, size);
  972. VkBufferMemoryBarrier bufferBarrier;
  973. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  974. bufferBarrier.pNext = 0;
  975. bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  976. bufferBarrier.dstAccessMask = VK_ACCESS_HOST_READ_BIT;
  977. bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  978. bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  979. bufferBarrier.buffer = buffer;
  980. bufferBarrier.offset = offset;
  981. bufferBarrier.size = size;
  982. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  983. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_HOST_BIT;
  984. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  985. }
  986. void VkCompute::queue_transfer_acquire_barrier(VkBuffer buffer, size_t offset, size_t size, uint32_t src_queue_family_index)
  987. {
  988. // fprintf(stderr, "cmd queue_transfer_acquire_barrier %p[+%lu] %lu %lu -> %lu\n", buffer, offset, size, src_queue_family_index, queue_family_index);
  989. VkBufferMemoryBarrier bufferBarrier;
  990. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  991. bufferBarrier.pNext = 0;
  992. bufferBarrier.srcAccessMask = 0;
  993. bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  994. bufferBarrier.srcQueueFamilyIndex = src_queue_family_index;
  995. bufferBarrier.dstQueueFamilyIndex = queue_family_index;
  996. bufferBarrier.buffer = buffer;
  997. bufferBarrier.offset = offset;
  998. bufferBarrier.size = size;
  999. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  1000. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  1001. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  1002. }
  1003. void VkCompute::initial_image_compute_barrier(VkImage image)
  1004. {
  1005. // fprintf(stderr, "cmd initial_image_compute_barrier %p %lu %lu\n", image, oldlayout, newlayout);
  1006. VkImageMemoryBarrier imageBarrier;
  1007. imageBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  1008. imageBarrier.pNext = 0;
  1009. imageBarrier.srcAccessMask = 0;
  1010. imageBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  1011. imageBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  1012. imageBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
  1013. imageBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1014. imageBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1015. imageBarrier.image = image;
  1016. imageBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1017. imageBarrier.subresourceRange.baseMipLevel = 0;
  1018. imageBarrier.subresourceRange.levelCount = 1;
  1019. imageBarrier.subresourceRange.baseArrayLayer = 0;
  1020. imageBarrier.subresourceRange.layerCount = 1;
  1021. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  1022. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  1023. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 0, 0, 1, &imageBarrier);
  1024. }
  1025. #if __ANDROID_API__ >= 26
  1026. void VkCompute::update_import_android_hardware_buffer_bindings(VkPipelineLayout pipeline_layout, VkDescriptorUpdateTemplateKHR descriptor_update_template, const VkDescriptorImageInfo& descriptorImageInfo, const VkDescriptorBufferInfo& descriptorBufferInfo)
  1027. {
  1028. struct ImportAndroidHardwareBufferDescriptorInfo
  1029. {
  1030. VkDescriptorImageInfo imageInfo;
  1031. VkDescriptorBufferInfo bufferInfo;
  1032. VkDescriptorBufferInfo buffer4Info;
  1033. };
  1034. ImportAndroidHardwareBufferDescriptorInfo info;
  1035. info.imageInfo = descriptorImageInfo;
  1036. info.bufferInfo = descriptorBufferInfo;
  1037. info.buffer4Info = descriptorBufferInfo;
  1038. vkdev->vkCmdPushDescriptorSetWithTemplateKHR(command_buffer, descriptor_update_template, pipeline_layout, 0, &info);
  1039. }
  1040. #endif // __ANDROID_API__ >= 26
  1041. #if NCNN_BENCHMARK
  1042. void VkCompute::reset_query_pool()
  1043. {
  1044. // fprintf(stderr, "cmd reset_query_pool\n");
  1045. if (query_pool)
  1046. vkCmdResetQueryPool(command_buffer, query_pool, 0, query_count);
  1047. }
  1048. void VkCompute::write_timestamp(uint32_t query)
  1049. {
  1050. // fprintf(stderr, "cmd write_timestamp %u\n", query);
  1051. if (query_pool)
  1052. vkCmdWriteTimestamp(command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, query_pool, query);
  1053. }
  1054. #endif // NCNN_BENCHMARK
  1055. VkTransfer::VkTransfer(const VulkanDevice* _vkdev) : Command(_vkdev, _vkdev->info.transfer_queue_family_index)
  1056. {
  1057. buffer_offset_alignment = vkdev->info.buffer_offset_alignment;
  1058. staging_data = 0;
  1059. }
  1060. VkTransfer::~VkTransfer()
  1061. {
  1062. }
  1063. void VkTransfer::record_upload(const Mat& src, VkMat& dst, const Option& opt)
  1064. {
  1065. if (src.elemsize / src.elempack == 4)
  1066. {
  1067. if (opt.use_fp16_storage || (opt.use_fp16_packed && src.elempack % 4 == 0))
  1068. {
  1069. Mat src_fp16;
  1070. cast_float32_to_float16(src, src_fp16);
  1071. record_upload(src_fp16, dst, opt);
  1072. return;
  1073. }
  1074. }
  1075. Mat src_flattened = src.reshape(src.w * src.h * src.c);
  1076. dst.create_like(src_flattened, weight_vkallocator, staging_vkallocator);
  1077. // set weight blob as readonly
  1078. dst.data->state = 4;
  1079. // we can skip queue transfer and staging buffer allocation
  1080. // only on unified memory architecture and unified compute/transfer queue
  1081. // which is usually the case on integrated gpu / cpu
  1082. if (dst.allocator->mappable && queue_family_index == vkdev->info.compute_queue_family_index)
  1083. {
  1084. dst.upload(src_flattened);
  1085. return;
  1086. }
  1087. record_type r;
  1088. r.size = src_flattened.total() * src_flattened.elemsize;
  1089. r.mat = src_flattened;
  1090. r.vkmat = dst;
  1091. delayed_records.push_back(r);
  1092. }
  1093. int VkTransfer::submit_and_wait()
  1094. {
  1095. if (delayed_records.empty())
  1096. return 0;
  1097. int transfer_count = delayed_records.size();
  1098. // solve staging buffer size
  1099. size_t staging_buffer_size = 0;
  1100. for (int i=0; i<transfer_count; i++)
  1101. {
  1102. const record_type& r = delayed_records[i];
  1103. staging_buffer_size += alignSize(r.size, buffer_offset_alignment);
  1104. }
  1105. // allocate staging buffer
  1106. staging_data = staging_vkallocator->fastMalloc(staging_buffer_size);
  1107. // copy upload data
  1108. size_t mapped_ptr_offset = 0;
  1109. for (int i=0; i<transfer_count; i++)
  1110. {
  1111. const record_type& r = delayed_records[i];
  1112. memcpy((unsigned char*)staging_data->mapped_ptr + mapped_ptr_offset, r.mat.data, r.size);
  1113. mapped_ptr_offset += alignSize(r.size, buffer_offset_alignment);
  1114. }
  1115. staging_vkallocator->flush(staging_data);
  1116. begin_command_buffer();
  1117. // fprintf(stderr, "cmd transfer %p %lu\n", staging_data->buffer, staging_buffer_size);
  1118. // handle delayed records
  1119. size_t staging_buffer_offset = 0;
  1120. for (int i=0; i<transfer_count; i++)
  1121. {
  1122. const record_type& r = delayed_records[i];
  1123. copy_buffer(staging_data->buffer, staging_buffer_offset, r.vkmat.buffer(), r.vkmat.buffer_offset(), r.size);
  1124. staging_buffer_offset += alignSize(r.size, buffer_offset_alignment);
  1125. }
  1126. // owner transfer release
  1127. for (int i=0; i<transfer_count; i++)
  1128. {
  1129. const record_type& r = delayed_records[i];
  1130. queue_transfer_release_barrier(r.vkmat.buffer(), r.vkmat.buffer_offset(), r.size, vkdev->info.compute_queue_family_index);
  1131. }
  1132. end_command_buffer();
  1133. int ret = queue_submit_and_wait_fence();
  1134. // compute queue owner transfer acquire
  1135. {
  1136. VkCompute cmd(vkdev);
  1137. for (int i=0; i<transfer_count; i++)
  1138. {
  1139. const record_type& r = delayed_records[i];
  1140. cmd.record_queue_transfer_acquire(r.vkmat, queue_family_index);
  1141. }
  1142. cmd.submit_and_wait();
  1143. }
  1144. // deallocate staging buffer
  1145. staging_vkallocator->fastFree(staging_data);
  1146. staging_data = 0;
  1147. delayed_records.clear();
  1148. return ret;
  1149. }
  1150. void VkTransfer::copy_buffer(VkBuffer src, size_t src_offset, VkBuffer dst, size_t dst_offset, size_t size)
  1151. {
  1152. // fprintf(stderr, "cmd copy %p to %p\n", src, dst);
  1153. VkBufferCopy region;
  1154. region.srcOffset = src_offset;
  1155. region.dstOffset = dst_offset;
  1156. region.size = size;
  1157. vkCmdCopyBuffer(command_buffer, src, dst, 1, &region);
  1158. }
  1159. void VkTransfer::copy_buffer_regions(VkBuffer src, VkBuffer dst, const std::vector<VkBufferCopy>& regions)
  1160. {
  1161. // fprintf(stderr, "cmd copy regions %p to %p\n", src, dst);
  1162. vkCmdCopyBuffer(command_buffer, src, dst, regions.size(), regions.data());
  1163. }
  1164. void VkTransfer::queue_transfer_release_barrier(VkBuffer buffer, size_t offset, size_t size, uint32_t dst_queue_family_index)
  1165. {
  1166. // fprintf(stderr, "cmd queue_transfer_release_barrier %p[+%lu] %lu %lu -> %lu\n", buffer, offset, size, queue_family_index, dst_queue_family_index);
  1167. VkBufferMemoryBarrier bufferBarrier;
  1168. bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  1169. bufferBarrier.pNext = 0;
  1170. bufferBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  1171. bufferBarrier.dstAccessMask = 0;
  1172. bufferBarrier.srcQueueFamilyIndex = queue_family_index;
  1173. bufferBarrier.dstQueueFamilyIndex = dst_queue_family_index;
  1174. bufferBarrier.buffer = buffer;
  1175. bufferBarrier.offset = offset;
  1176. bufferBarrier.size = size;
  1177. VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1178. VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
  1179. vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, 0, 1, &bufferBarrier, 0, 0);
  1180. }
  1181. } // namespace ncnn
  1182. #endif // NCNN_VULKAN