 [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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- // Tencent is pleased to support the open source community by making ncnn available.
- //
- // Copyright (C) 2018 THL A29 Limited, a Tencent company. All rights reserved.
- //
- // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
- // in compliance with the License. You may obtain a copy of the License at
- //
- // https://opensource.org/licenses/BSD-3-Clause
- //
- // Unless required by applicable law or agreed to in writing, software distributed
- // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
- // CONDITIONS OF ANY KIND, either express or implied. See the License for the
- // specific language governing permissions and limitations under the License.
-
- #ifndef NCNN_GPU_H
- #define NCNN_GPU_H
-
- #include "platform.h"
-
- #if NCNN_VULKAN
-
- #include <vulkan/vulkan.h>
- #include <vector>
-
- namespace ncnn {
-
- // instance
- int create_gpu_instance();
- void destroy_gpu_instance();
-
- // instance extension capability
- extern int support_VK_KHR_get_physical_device_properties2;
- extern int support_VK_EXT_debug_utils;
-
- // VK_KHR_get_physical_device_properties2
- extern PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR;
- extern PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR;
- extern PFN_vkGetPhysicalDeviceFormatProperties2KHR vkGetPhysicalDeviceFormatProperties2KHR;
- extern PFN_vkGetPhysicalDeviceImageFormatProperties2KHR vkGetPhysicalDeviceImageFormatProperties2KHR;
- extern PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR vkGetPhysicalDeviceQueueFamilyProperties2KHR;
- extern PFN_vkGetPhysicalDeviceMemoryProperties2KHR vkGetPhysicalDeviceMemoryProperties2KHR;
- extern PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR vkGetPhysicalDeviceSparseImageFormatProperties2KHR;
-
- // get info
- int get_gpu_count();
- int get_default_gpu_index();
-
- class GpuInfo
- {
- public:
- // vulkan physical device
- VkPhysicalDevice physical_device;
-
- // info
- uint32_t api_version;
- uint32_t driver_version;
- uint32_t vendor_id;
- uint32_t device_id;
- uint8_t pipeline_cache_uuid[VK_UUID_SIZE];
-
- // 0 = discrete gpu
- // 1 = integrated gpu
- // 2 = virtual gpu
- // 3 = cpu
- int type;
-
- // hardware capability
- uint32_t max_shared_memory_size;
- uint32_t max_workgroup_count[3];
- uint32_t max_workgroup_invocations;
- uint32_t max_workgroup_size[3];
- size_t memory_map_alignment;
- size_t buffer_offset_alignment;
- float timestamp_period;
-
- // runtime
- uint32_t compute_queue_family_index;
- uint32_t transfer_queue_family_index;
-
- uint32_t compute_queue_count;
- uint32_t transfer_queue_count;
-
- uint32_t unified_memory_index;
- uint32_t device_local_memory_index;
- uint32_t host_visible_memory_index;
-
- // fp16 and int8 feature
- bool support_fp16_packed;
- bool support_fp16_storage;
- bool support_fp16_arithmetic;
- bool support_int8_storage;
- bool support_int8_arithmetic;
-
- // extension capability
- int support_VK_KHR_8bit_storage;
- int support_VK_KHR_16bit_storage;
- int support_VK_KHR_bind_memory2;
- int support_VK_KHR_dedicated_allocation;
- int support_VK_KHR_descriptor_update_template;
- int support_VK_KHR_get_memory_requirements2;
- int support_VK_KHR_push_descriptor;
- int support_VK_KHR_shader_float16_int8;
- int support_VK_KHR_shader_float_controls;
- int support_VK_KHR_storage_buffer_storage_class;
- };
-
- const GpuInfo& get_gpu_info(int device_index = get_default_gpu_index());
-
- class VkAllocator;
- class VulkanDevice
- {
- public:
- VulkanDevice(int device_index = get_default_gpu_index());
- ~VulkanDevice();
-
- const GpuInfo& info;
-
- VkDevice vkdevice() const { return device; }
-
- VkShaderModule get_shader_module(const char* name) const;
-
- VkShaderModule compile_shader_module(const uint32_t* spv_data, size_t spv_data_size) const;
-
- VkQueue acquire_queue(uint32_t queue_family_index) const;
- void reclaim_queue(uint32_t queue_family_index, VkQueue queue) const;
-
- // create allocator on this device
- VkAllocator* allocator() const;
- VkAllocator* staging_allocator() const;
-
- // VK_KHR_descriptor_update_template
- PFN_vkCreateDescriptorUpdateTemplateKHR vkCreateDescriptorUpdateTemplateKHR;
- PFN_vkDestroyDescriptorUpdateTemplateKHR vkDestroyDescriptorUpdateTemplateKHR;
- PFN_vkUpdateDescriptorSetWithTemplateKHR vkUpdateDescriptorSetWithTemplateKHR;
-
- // VK_KHR_get_memory_requirements2
- PFN_vkGetImageMemoryRequirements2KHR vkGetImageMemoryRequirements2KHR;
- PFN_vkGetBufferMemoryRequirements2KHR vkGetBufferMemoryRequirements2KHR;
- PFN_vkGetImageSparseMemoryRequirements2KHR vkGetImageSparseMemoryRequirements2KHR;
-
- // VK_KHR_push_descriptor
- PFN_vkCmdPushDescriptorSetWithTemplateKHR vkCmdPushDescriptorSetWithTemplateKHR;
- PFN_vkCmdPushDescriptorSetKHR vkCmdPushDescriptorSetKHR;
-
- protected:
- // shader management
- int create_shader_module();
- void destroy_shader_module();
-
- // device extension
- int init_device_extension();
-
- private:
- VkDevice device;
- std::vector<VkShaderModule> shader_modules;
-
- // hardware queue
- mutable std::vector<VkQueue> compute_queues;
- mutable std::vector<VkQueue> transfer_queues;
- mutable Mutex queue_lock;
-
- // default locked allocator
- VkAllocator* blob_buffer_allocator;
- VkAllocator* staging_buffer_allocator;
- };
-
- VulkanDevice* get_gpu_device(int device_index = get_default_gpu_index());
-
- } // namespace ncnn
-
- #endif // NCNN_VULKAN
-
- #endif // NCNN_GPU_H
|