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command.cpp 138 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
[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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
[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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 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) 2020 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 "option.h"
  17. #include "pipeline.h"
  18. namespace ncnn {
  19. class VkComputePrivate
  20. {
  21. public:
  22. VkComputePrivate(const VulkanDevice* _vkdev);
  23. ~VkComputePrivate();
  24. int init();
  25. int begin_command_buffer();
  26. int end_command_buffer();
  27. const VulkanDevice* vkdev;
  28. VkCommandPool compute_command_pool;
  29. VkCommandBuffer compute_command_buffer;
  30. VkFence compute_command_fence;
  31. std::vector<VkMat> upload_staging_buffers;
  32. std::vector<VkMat> download_post_buffers;
  33. std::vector<Mat> download_post_mats_fp16;
  34. std::vector<Mat> download_post_mats;
  35. std::vector<VkImageMemory*> image_blocks_to_destroy;
  36. // the good-old path for device without VK_KHR_push_descriptor
  37. std::vector<VkDescriptorPool> descriptor_pools;
  38. std::vector<VkDescriptorSet> descriptorsets;
  39. struct record
  40. {
  41. enum
  42. {
  43. TYPE_copy_buffer,
  44. TYPE_copy_image,
  45. TYPE_copy_buffer_to_image,
  46. TYPE_copy_image_to_buffer,
  47. TYPE_bind_pipeline,
  48. TYPE_bind_descriptorsets,
  49. TYPE_push_constants,
  50. TYPE_dispatch,
  51. TYPE_memory_barrers,
  52. TYPE_buffer_barrers,
  53. TYPE_image_barrers,
  54. #if NCNN_BENCHMARK
  55. TYPE_write_timestamp,
  56. #endif // NCNN_BENCHMARK
  57. TYPE_post_download,
  58. TYPE_post_cast_float16_to_float32,
  59. };
  60. int type;
  61. VkCommandBuffer command_buffer;
  62. union
  63. {
  64. struct
  65. {
  66. VkBuffer src;
  67. VkBuffer dst;
  68. uint32_t region_count;
  69. const VkBufferCopy* regions;
  70. } copy_buffer;
  71. struct
  72. {
  73. VkImage src;
  74. VkImageLayout src_layout;
  75. VkImage dst;
  76. VkImageLayout dst_layout;
  77. uint32_t region_count;
  78. const VkImageCopy* regions;
  79. } copy_image;
  80. struct
  81. {
  82. VkBuffer src;
  83. VkImage dst;
  84. VkImageLayout layout;
  85. uint32_t region_count;
  86. const VkBufferImageCopy* regions;
  87. } copy_buffer_to_image;
  88. struct
  89. {
  90. VkImage src;
  91. VkImageLayout layout;
  92. VkBuffer dst;
  93. uint32_t region_count;
  94. const VkBufferImageCopy* regions;
  95. } copy_image_to_buffer;
  96. struct
  97. {
  98. VkPipelineBindPoint bind_point;
  99. VkPipeline pipeline;
  100. } bind_pipeline;
  101. struct
  102. {
  103. VkPipelineBindPoint bind_point;
  104. VkPipelineLayout pipeline_layout;
  105. uint32_t descriptorset_count;
  106. uint32_t descriptorset_offset;
  107. } bind_descriptorsets;
  108. struct
  109. {
  110. VkPipelineLayout pipeline_layout;
  111. VkShaderStageFlags stage_flags;
  112. uint32_t size;
  113. const void* values;
  114. } push_constants;
  115. struct
  116. {
  117. uint32_t group_count_x;
  118. uint32_t group_count_y;
  119. uint32_t group_count_z;
  120. } dispatch;
  121. struct
  122. {
  123. VkPipelineStageFlags src_stage;
  124. VkPipelineStageFlags dst_stage;
  125. uint32_t barrier_count;
  126. const VkMemoryBarrier* barriers;
  127. } memory_barrers;
  128. struct
  129. {
  130. VkPipelineStageFlags src_stage;
  131. VkPipelineStageFlags dst_stage;
  132. uint32_t barrier_count;
  133. const VkBufferMemoryBarrier* barriers;
  134. } buffer_barrers;
  135. struct
  136. {
  137. VkPipelineStageFlags src_stage;
  138. VkPipelineStageFlags dst_stage;
  139. uint32_t barrier_count;
  140. const VkImageMemoryBarrier* barriers;
  141. } image_barrers;
  142. #if NCNN_BENCHMARK
  143. struct
  144. {
  145. uint32_t query;
  146. } write_timestamp;
  147. #endif // NCNN_BENCHMARK
  148. struct
  149. {
  150. uint32_t download_post_buffer_mat_offset;
  151. uint32_t download_post_mat_fp16_offset;
  152. } post_download;
  153. struct
  154. {
  155. uint32_t download_post_mat_fp16_offset;
  156. uint32_t download_post_mat_offset;
  157. int num_threads;
  158. } post_cast_float16_to_float32;
  159. };
  160. };
  161. std::vector<record> delayed_records;
  162. #if NCNN_BENCHMARK
  163. uint32_t query_count;
  164. VkQueryPool query_pool;
  165. #endif // NCNN_BENCHMARK
  166. };
  167. VkComputePrivate::VkComputePrivate(const VulkanDevice* _vkdev)
  168. : vkdev(_vkdev)
  169. {
  170. compute_command_pool = 0;
  171. compute_command_buffer = 0;
  172. compute_command_fence = 0;
  173. #if NCNN_BENCHMARK
  174. query_count = 0;
  175. query_pool = 0;
  176. #endif // NCNN_BENCHMARK
  177. init();
  178. }
  179. VkComputePrivate::~VkComputePrivate()
  180. {
  181. for (size_t i = 0; i < image_blocks_to_destroy.size(); i++)
  182. {
  183. VkImageMemory* ptr = image_blocks_to_destroy[i];
  184. int old_command_refcount = NCNN_XADD(&ptr->command_refcount, -1);
  185. if (ptr->refcount == 0 && old_command_refcount == 1)
  186. {
  187. // no userspace reference and we are the last command reference
  188. vkDestroyImageView(vkdev->vkdevice(), ptr->imageview, 0);
  189. vkDestroyImage(vkdev->vkdevice(), ptr->image, 0);
  190. delete ptr;
  191. }
  192. else
  193. {
  194. // reference exists in user code or other command
  195. }
  196. }
  197. image_blocks_to_destroy.clear();
  198. if (!vkdev->info.support_VK_KHR_push_descriptor())
  199. {
  200. for (size_t i = 0; i < descriptorsets.size(); i++)
  201. {
  202. vkFreeDescriptorSets(vkdev->vkdevice(), descriptor_pools[i], 1, &descriptorsets[i]);
  203. vkDestroyDescriptorPool(vkdev->vkdevice(), descriptor_pools[i], 0);
  204. }
  205. }
  206. #if NCNN_BENCHMARK
  207. if (query_pool)
  208. {
  209. // all submitted commands that refer to queryPool must have completed execution
  210. vkResetCommandBuffer(compute_command_buffer, 0);
  211. vkDestroyQueryPool(vkdev->vkdevice(), query_pool, 0);
  212. }
  213. #endif // NCNN_BENCHMARK
  214. vkDestroyFence(vkdev->vkdevice(), compute_command_fence, 0);
  215. vkFreeCommandBuffers(vkdev->vkdevice(), compute_command_pool, 1, &compute_command_buffer);
  216. vkDestroyCommandPool(vkdev->vkdevice(), compute_command_pool, 0);
  217. }
  218. int VkComputePrivate::init()
  219. {
  220. // compute_command_pool
  221. {
  222. VkCommandPoolCreateInfo commandPoolCreateInfo;
  223. commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
  224. commandPoolCreateInfo.pNext = 0;
  225. commandPoolCreateInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
  226. commandPoolCreateInfo.queueFamilyIndex = vkdev->info.compute_queue_family_index();
  227. VkResult ret = vkCreateCommandPool(vkdev->vkdevice(), &commandPoolCreateInfo, 0, &compute_command_pool);
  228. if (ret != VK_SUCCESS)
  229. {
  230. NCNN_LOGE("vkCreateCommandPool failed %d", ret);
  231. return -1;
  232. }
  233. }
  234. // compute_command_buffer
  235. {
  236. VkCommandBufferAllocateInfo commandBufferAllocateInfo;
  237. commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
  238. commandBufferAllocateInfo.pNext = 0;
  239. commandBufferAllocateInfo.commandPool = compute_command_pool;
  240. commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
  241. commandBufferAllocateInfo.commandBufferCount = 1;
  242. VkResult ret = vkAllocateCommandBuffers(vkdev->vkdevice(), &commandBufferAllocateInfo, &compute_command_buffer);
  243. if (ret != VK_SUCCESS)
  244. {
  245. NCNN_LOGE("vkAllocateCommandBuffers failed %d", ret);
  246. return -1;
  247. }
  248. }
  249. // compute_command_fence
  250. {
  251. VkFenceCreateInfo fenceCreateInfo;
  252. fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
  253. fenceCreateInfo.pNext = 0;
  254. fenceCreateInfo.flags = 0;
  255. VkResult ret = vkCreateFence(vkdev->vkdevice(), &fenceCreateInfo, 0, &compute_command_fence);
  256. if (ret != VK_SUCCESS)
  257. {
  258. NCNN_LOGE("vkCreateFence failed %d", ret);
  259. return -1;
  260. }
  261. }
  262. if (vkdev->info.support_VK_KHR_push_descriptor())
  263. {
  264. begin_command_buffer();
  265. #if NCNN_BENCHMARK
  266. if (query_pool)
  267. vkCmdResetQueryPool(compute_command_buffer, query_pool, 0, query_count);
  268. #endif // NCNN_BENCHMARK
  269. }
  270. return 0;
  271. }
  272. int VkComputePrivate::begin_command_buffer()
  273. {
  274. VkCommandBufferBeginInfo commandBufferBeginInfo;
  275. commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  276. commandBufferBeginInfo.pNext = 0;
  277. commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  278. commandBufferBeginInfo.pInheritanceInfo = 0;
  279. VkResult ret = vkBeginCommandBuffer(compute_command_buffer, &commandBufferBeginInfo);
  280. if (ret != VK_SUCCESS)
  281. {
  282. NCNN_LOGE("vkBeginCommandBuffer failed %d", ret);
  283. return -1;
  284. }
  285. return 0;
  286. }
  287. int VkComputePrivate::end_command_buffer()
  288. {
  289. VkResult ret = vkEndCommandBuffer(compute_command_buffer);
  290. if (ret != VK_SUCCESS)
  291. {
  292. NCNN_LOGE("vkEndCommandBuffer failed %d", ret);
  293. return -1;
  294. }
  295. return 0;
  296. }
  297. VkCompute::VkCompute(const VulkanDevice* _vkdev)
  298. : vkdev(_vkdev), d(new VkComputePrivate(_vkdev))
  299. {
  300. }
  301. VkCompute::~VkCompute()
  302. {
  303. delete d;
  304. }
  305. void VkCompute::record_upload(const Mat& src, VkMat& dst, const Option& opt)
  306. {
  307. // NCNN_LOGE("record_upload buffer");
  308. Mat src_fp16;
  309. if (src.elemsize == src.elempack * 4u)
  310. {
  311. // cpu cast to fp16 (discrete gpu)
  312. if (vkdev->info.type() == 0 && (opt.use_fp16_storage || (opt.use_fp16_packed && src.elempack % 4 == 0)))
  313. {
  314. ncnn::cast_float32_to_float16(src, src_fp16, opt);
  315. }
  316. else
  317. {
  318. src_fp16 = src;
  319. }
  320. }
  321. else
  322. {
  323. src_fp16 = src;
  324. }
  325. // upload
  326. VkMat dst_staging;
  327. dst_staging.create_like(src_fp16, opt.staging_vkallocator);
  328. if (dst_staging.empty())
  329. return;
  330. // stash staging
  331. d->upload_staging_buffers.push_back(dst_staging);
  332. // NCNN_LOGE("upload_staging_buffer %p -> %p +%d ~%d", src_fp16.data, dst_staging.buffer(), dst_staging.buffer_offset(), dst_staging.buffer_capacity());
  333. // memcpy src to device
  334. memcpy(dst_staging.mapped_ptr(), src_fp16.data, src_fp16.total() * src_fp16.elemsize);
  335. dst_staging.allocator->flush(dst_staging.data);
  336. // mark device host-write @ null
  337. dst_staging.data->access_flags = VK_ACCESS_HOST_WRITE_BIT;
  338. dst_staging.data->stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
  339. // resolve dst_elempack
  340. int dims = src_fp16.dims;
  341. int elemcount = 0;
  342. if (dims == 1) elemcount = src_fp16.elempack * src_fp16.w;
  343. if (dims == 2) elemcount = src_fp16.elempack * src_fp16.h;
  344. if (dims == 3 || dims == 4) elemcount = src_fp16.elempack * src_fp16.c;
  345. int dst_elempack = 1;
  346. if (opt.use_shader_pack8)
  347. dst_elempack = elemcount % 8 == 0 ? 8 : elemcount % 4 == 0 ? 4 : 1;
  348. else
  349. dst_elempack = elemcount % 4 == 0 ? 4 : 1;
  350. // gpu cast to fp16 on the fly (integrated gpu)
  351. vkdev->convert_packing(dst_staging, dst, dst_elempack, *this, opt);
  352. }
  353. void VkCompute::record_upload(const Mat& src, VkImageMat& dst, const Option& opt)
  354. {
  355. // NCNN_LOGE("record_upload image");
  356. Mat src_fp16;
  357. if (src.elemsize == src.elempack * 4u)
  358. {
  359. // cpu cast to fp16 (discrete gpu)
  360. if (vkdev->info.type() == 0 && (opt.use_fp16_storage || (opt.use_fp16_packed && src.elempack % 4 == 0)))
  361. {
  362. ncnn::cast_float32_to_float16(src, src_fp16, opt);
  363. }
  364. else
  365. {
  366. src_fp16 = src;
  367. }
  368. }
  369. else
  370. {
  371. src_fp16 = src;
  372. }
  373. // upload
  374. VkMat dst_staging;
  375. dst_staging.create_like(src_fp16, opt.staging_vkallocator);
  376. if (dst_staging.empty())
  377. return;
  378. // stash staging
  379. d->upload_staging_buffers.push_back(dst_staging);
  380. // memcpy src to device
  381. memcpy(dst_staging.mapped_ptr(), src_fp16.data, src_fp16.total() * src_fp16.elemsize);
  382. dst_staging.allocator->flush(dst_staging.data);
  383. // mark device host-write @ null
  384. dst_staging.data->access_flags = VK_ACCESS_HOST_WRITE_BIT;
  385. dst_staging.data->stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
  386. // resolve dst_elempack
  387. int dims = src_fp16.dims;
  388. int elemcount = 0;
  389. if (dims == 1) elemcount = src_fp16.elempack * src_fp16.w;
  390. if (dims == 2) elemcount = src_fp16.elempack * src_fp16.h;
  391. if (dims == 3 || dims == 4) elemcount = src_fp16.elempack * src_fp16.c;
  392. int dst_elempack = 1;
  393. if (opt.use_shader_pack8)
  394. dst_elempack = elemcount % 8 == 0 ? 8 : elemcount % 4 == 0 ? 4 : 1;
  395. else
  396. dst_elempack = elemcount % 4 == 0 ? 4 : 1;
  397. // gpu cast to fp16 on the fly (integrated gpu)
  398. if (vkdev->info.bug_buffer_image_load_zero())
  399. {
  400. // clone buffer to bridge image
  401. VkImageMat dst_image;
  402. record_clone(dst_staging, dst_image, opt);
  403. if (dst_image.empty())
  404. return;
  405. vkdev->convert_packing(dst_image, dst, dst_elempack, *this, opt);
  406. // image and imageview can not be destroyed until command execution ends
  407. NCNN_XADD(&dst_image.data->command_refcount, 1);
  408. d->image_blocks_to_destroy.push_back(dst_image.data);
  409. submit_and_wait();
  410. reset();
  411. }
  412. else
  413. {
  414. vkdev->convert_packing(dst_staging, dst, dst_elempack, *this, opt);
  415. }
  416. }
  417. void VkCompute::record_download(const VkMat& src, Mat& dst, const Option& opt)
  418. {
  419. // NCNN_LOGE("record_download buffer");
  420. // resolve dst_elempack
  421. int dims = src.dims;
  422. int elemcount = 0;
  423. if (dims == 1) elemcount = src.elempack * src.w;
  424. if (dims == 2) elemcount = src.elempack * src.h;
  425. if (dims == 3 || dims == 4) elemcount = src.elempack * src.c;
  426. int dst_elempack = 1;
  427. if (opt.use_packing_layout)
  428. dst_elempack = elemcount % 4 == 0 ? 4 : 1;
  429. else
  430. dst_elempack = 1;
  431. // gpu cast to fp32 on the fly (integrated gpu)
  432. Option opt_staging = opt;
  433. if (vkdev->info.type() != 0)
  434. {
  435. opt_staging.use_fp16_packed = false;
  436. opt_staging.use_fp16_storage = false;
  437. }
  438. if (!opt_staging.blob_vkallocator->mappable)
  439. {
  440. opt_staging.blob_vkallocator = opt.staging_vkallocator;
  441. }
  442. VkMat dst_staging;
  443. vkdev->convert_packing(src, dst_staging, dst_elempack, *this, opt_staging);
  444. // barrier device any @ compute to host-read @ compute
  445. if (dst_staging.data->access_flags & VK_ACCESS_HOST_WRITE_BIT || dst_staging.data->stage_flags != VK_PIPELINE_STAGE_HOST_BIT)
  446. {
  447. VkBufferMemoryBarrier* barriers = new VkBufferMemoryBarrier[1];
  448. barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  449. barriers[0].pNext = 0;
  450. barriers[0].srcAccessMask = dst_staging.data->access_flags;
  451. barriers[0].dstAccessMask = VK_ACCESS_HOST_READ_BIT;
  452. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  453. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  454. barriers[0].buffer = dst_staging.buffer();
  455. barriers[0].offset = dst_staging.buffer_offset();
  456. barriers[0].size = dst_staging.buffer_capacity();
  457. VkPipelineStageFlags src_stage = dst_staging.data->stage_flags;
  458. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_HOST_BIT;
  459. if (vkdev->info.support_VK_KHR_push_descriptor())
  460. {
  461. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, barriers, 0, 0);
  462. delete[] barriers;
  463. }
  464. else
  465. {
  466. VkComputePrivate::record r;
  467. r.type = VkComputePrivate::record::TYPE_buffer_barrers;
  468. r.command_buffer = d->compute_command_buffer;
  469. r.buffer_barrers.src_stage = src_stage;
  470. r.buffer_barrers.dst_stage = dst_stage;
  471. r.buffer_barrers.barrier_count = 1;
  472. r.buffer_barrers.barriers = barriers;
  473. d->delayed_records.push_back(r);
  474. }
  475. // mark device host-read @ any
  476. dst_staging.data->access_flags = VK_ACCESS_HOST_READ_BIT;
  477. dst_staging.data->stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
  478. }
  479. // create dst
  480. Mat dst_fp16;
  481. dst_fp16.create_like(dst_staging, opt.blob_allocator);
  482. if (dst_fp16.empty())
  483. return;
  484. // download
  485. d->download_post_buffers.push_back(dst_staging);
  486. d->download_post_mats_fp16.push_back(dst_fp16);
  487. // post memcpy device to dst
  488. {
  489. VkComputePrivate::record r;
  490. r.type = VkComputePrivate::record::TYPE_post_download;
  491. r.command_buffer = 0;
  492. r.post_download.download_post_buffer_mat_offset = d->download_post_buffers.size() - 1;
  493. r.post_download.download_post_mat_fp16_offset = d->download_post_mats_fp16.size() - 1;
  494. d->delayed_records.push_back(r);
  495. }
  496. // cast to fp32 (discrete gpu)
  497. if (dst_fp16.elemsize == dst_fp16.elempack * 2u)
  498. {
  499. if (vkdev->info.type() == 0 && (opt.use_fp16_storage || (opt.use_fp16_packed && dst_fp16.elempack % 4 == 0)))
  500. {
  501. int dims = dst_fp16.dims;
  502. if (dims == 1)
  503. dst.create(dst_fp16.w, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  504. if (dims == 2)
  505. dst.create(dst_fp16.w, dst_fp16.h, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  506. if (dims == 3)
  507. dst.create(dst_fp16.w, dst_fp16.h, dst_fp16.c, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  508. if (dims == 4)
  509. dst.create(dst_fp16.w, dst_fp16.h, dst_fp16.d, dst_fp16.c, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  510. d->download_post_mats.push_back(dst);
  511. VkComputePrivate::record r;
  512. r.type = VkComputePrivate::record::TYPE_post_cast_float16_to_float32;
  513. r.command_buffer = 0;
  514. r.post_cast_float16_to_float32.download_post_mat_fp16_offset = d->download_post_mats_fp16.size() - 1;
  515. r.post_cast_float16_to_float32.download_post_mat_offset = d->download_post_mats.size() - 1;
  516. r.post_cast_float16_to_float32.num_threads = opt.num_threads;
  517. d->delayed_records.push_back(r);
  518. }
  519. else
  520. {
  521. dst = dst_fp16;
  522. }
  523. }
  524. else
  525. {
  526. dst = dst_fp16;
  527. }
  528. }
  529. void VkCompute::record_download(const VkImageMat& src, Mat& dst, const Option& opt)
  530. {
  531. // NCNN_LOGE("record_download image");
  532. // resolve dst_elempack
  533. int dims = src.dims;
  534. int elemcount = 0;
  535. if (dims == 1) elemcount = src.elempack * src.w;
  536. if (dims == 2) elemcount = src.elempack * src.h;
  537. if (dims == 3 || dims == 4) elemcount = src.elempack * src.c;
  538. int dst_elempack = 1;
  539. if (opt.use_packing_layout)
  540. dst_elempack = elemcount % 4 == 0 ? 4 : 1;
  541. else
  542. dst_elempack = 1;
  543. // gpu cast to fp32 on the fly (integrated gpu)
  544. Option opt_staging = opt;
  545. if (vkdev->info.type() != 0)
  546. {
  547. opt_staging.use_fp16_packed = false;
  548. opt_staging.use_fp16_storage = false;
  549. }
  550. if (!opt_staging.blob_vkallocator->mappable)
  551. {
  552. opt_staging.blob_vkallocator = opt.staging_vkallocator;
  553. }
  554. VkMat dst_staging;
  555. if (vkdev->info.bug_buffer_image_load_zero())
  556. {
  557. VkImageMat src_image;
  558. vkdev->convert_packing(src, src_image, dst_elempack, *this, opt);
  559. if (src_image.empty())
  560. return;
  561. record_clone(src_image, dst_staging, opt_staging);
  562. // image and imageview can not be destroyed until command execution ends
  563. NCNN_XADD(&src_image.data->command_refcount, 1);
  564. d->image_blocks_to_destroy.push_back(src_image.data);
  565. }
  566. else
  567. {
  568. vkdev->convert_packing(src, dst_staging, dst_elempack, *this, opt_staging);
  569. }
  570. // image and imageview can not be destroyed until command execution ends
  571. NCNN_XADD(&src.data->command_refcount, 1);
  572. d->image_blocks_to_destroy.push_back(src.data);
  573. // barrier device any @ compute to host-read @ compute
  574. if (dst_staging.data->access_flags & VK_ACCESS_HOST_WRITE_BIT || dst_staging.data->stage_flags != VK_PIPELINE_STAGE_HOST_BIT)
  575. {
  576. VkBufferMemoryBarrier* barriers = new VkBufferMemoryBarrier[1];
  577. barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  578. barriers[0].pNext = 0;
  579. barriers[0].srcAccessMask = dst_staging.data->access_flags;
  580. barriers[0].dstAccessMask = VK_ACCESS_HOST_READ_BIT;
  581. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  582. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  583. barriers[0].buffer = dst_staging.buffer();
  584. barriers[0].offset = dst_staging.buffer_offset();
  585. barriers[0].size = dst_staging.buffer_capacity();
  586. VkPipelineStageFlags src_stage = dst_staging.data->stage_flags;
  587. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_HOST_BIT;
  588. if (vkdev->info.support_VK_KHR_push_descriptor())
  589. {
  590. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, barriers, 0, 0);
  591. delete[] barriers;
  592. }
  593. else
  594. {
  595. VkComputePrivate::record r;
  596. r.type = VkComputePrivate::record::TYPE_buffer_barrers;
  597. r.command_buffer = d->compute_command_buffer;
  598. r.buffer_barrers.src_stage = src_stage;
  599. r.buffer_barrers.dst_stage = dst_stage;
  600. r.buffer_barrers.barrier_count = 1;
  601. r.buffer_barrers.barriers = barriers;
  602. d->delayed_records.push_back(r);
  603. }
  604. // mark device host-read @ any
  605. dst_staging.data->access_flags = VK_ACCESS_HOST_READ_BIT;
  606. dst_staging.data->stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
  607. }
  608. // create dst
  609. Mat dst_fp16;
  610. dst_fp16.create_like(dst_staging, opt.blob_allocator);
  611. if (dst_fp16.empty())
  612. return;
  613. // download
  614. d->download_post_buffers.push_back(dst_staging);
  615. d->download_post_mats_fp16.push_back(dst_fp16);
  616. // post memcpy device to dst
  617. {
  618. VkComputePrivate::record r;
  619. r.type = VkComputePrivate::record::TYPE_post_download;
  620. r.command_buffer = 0;
  621. r.post_download.download_post_buffer_mat_offset = d->download_post_buffers.size() - 1;
  622. r.post_download.download_post_mat_fp16_offset = d->download_post_mats_fp16.size() - 1;
  623. d->delayed_records.push_back(r);
  624. }
  625. // cast to fp32 (discrete gpu)
  626. if (dst_fp16.elemsize == dst_fp16.elempack * 2u)
  627. {
  628. if (vkdev->info.type() == 0 && (opt.use_fp16_storage || (opt.use_fp16_packed && dst_fp16.elempack % 4 == 0)))
  629. {
  630. int dims = dst_fp16.dims;
  631. if (dims == 1)
  632. dst.create(dst_fp16.w, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  633. if (dims == 2)
  634. dst.create(dst_fp16.w, dst_fp16.h, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  635. if (dims == 3)
  636. dst.create(dst_fp16.w, dst_fp16.h, dst_fp16.c, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  637. if (dims == 4)
  638. dst.create(dst_fp16.w, dst_fp16.h, dst_fp16.d, dst_fp16.c, (size_t)(dst_fp16.elempack * 4u), dst_fp16.elempack, opt.blob_allocator);
  639. d->download_post_mats.push_back(dst);
  640. VkComputePrivate::record r;
  641. r.type = VkComputePrivate::record::TYPE_post_cast_float16_to_float32;
  642. r.command_buffer = 0;
  643. r.post_cast_float16_to_float32.download_post_mat_fp16_offset = d->download_post_mats_fp16.size() - 1;
  644. r.post_cast_float16_to_float32.download_post_mat_offset = d->download_post_mats.size() - 1;
  645. r.post_cast_float16_to_float32.num_threads = opt.num_threads;
  646. d->delayed_records.push_back(r);
  647. }
  648. else
  649. {
  650. dst = dst_fp16;
  651. }
  652. }
  653. else
  654. {
  655. dst = dst_fp16;
  656. }
  657. }
  658. void VkCompute::record_buffer_to_image(const VkMat& src, VkImageMat& dst, const Option& opt)
  659. {
  660. // NCNN_LOGE("record_buffer_to_image");
  661. // resolve dst_elempack
  662. int dims = src.dims;
  663. int elemcount = 0;
  664. if (dims == 1) elemcount = src.elempack * src.w;
  665. if (dims == 2) elemcount = src.elempack * src.h;
  666. if (dims == 3 || dims == 4) elemcount = src.elempack * src.c;
  667. int dst_elempack = 1;
  668. if (opt.use_shader_pack8)
  669. dst_elempack = elemcount % 8 == 0 ? 8 : elemcount % 4 == 0 ? 4 : 1;
  670. else
  671. dst_elempack = elemcount % 4 == 0 ? 4 : 1;
  672. if (vkdev->info.bug_buffer_image_load_zero())
  673. {
  674. // clone buffer to bridge image
  675. VkImageMat src_image;
  676. record_clone(src, src_image, opt);
  677. if (src_image.empty())
  678. return;
  679. vkdev->convert_packing(src_image, dst, dst_elempack, *this, opt);
  680. // image and imageview can not be destroyed until command execution ends
  681. NCNN_XADD(&src_image.data->command_refcount, 1);
  682. d->image_blocks_to_destroy.push_back(src_image.data);
  683. }
  684. else
  685. {
  686. vkdev->convert_packing(src, dst, dst_elempack, *this, opt);
  687. }
  688. }
  689. void VkCompute::record_image_to_buffer(const VkImageMat& src, VkMat& dst, const Option& opt)
  690. {
  691. // NCNN_LOGE("record_image_to_buffer");
  692. // resolve dst_elempack
  693. int dims = src.dims;
  694. int elemcount = 0;
  695. if (dims == 1) elemcount = src.elempack * src.w;
  696. if (dims == 2) elemcount = src.elempack * src.h;
  697. if (dims == 3 || dims == 4) elemcount = src.elempack * src.c;
  698. int dst_elempack = 1;
  699. if (opt.use_shader_pack8)
  700. dst_elempack = elemcount % 8 == 0 ? 8 : elemcount % 4 == 0 ? 4 : 1;
  701. else
  702. dst_elempack = elemcount % 4 == 0 ? 4 : 1;
  703. if (vkdev->info.bug_buffer_image_load_zero())
  704. {
  705. VkImageMat src_image;
  706. Option opt_image = opt;
  707. opt_image.blob_vkallocator = src.allocator;
  708. vkdev->convert_packing(src, src_image, dst_elempack, *this, opt_image);
  709. if (src_image.empty())
  710. return;
  711. record_clone(src_image, dst, opt);
  712. // image and imageview can not be destroyed until command execution ends
  713. NCNN_XADD(&src_image.data->command_refcount, 1);
  714. d->image_blocks_to_destroy.push_back(src_image.data);
  715. }
  716. else
  717. {
  718. vkdev->convert_packing(src, dst, dst_elempack, *this, opt);
  719. }
  720. // image and imageview can not be destroyed until command execution ends
  721. NCNN_XADD(&src.data->command_refcount, 1);
  722. d->image_blocks_to_destroy.push_back(src.data);
  723. }
  724. void VkCompute::record_clone(const Mat& src, VkMat& dst, const Option& opt)
  725. {
  726. // NCNN_LOGE("record_clone host to buffer");
  727. // host to staging
  728. VkMat dst_staging;
  729. dst_staging.create_like(src, opt.staging_vkallocator);
  730. if (dst_staging.empty())
  731. return;
  732. // memcpy src to device
  733. memcpy(dst_staging.mapped_ptr(), src.data, src.total() * src.elemsize);
  734. dst_staging.allocator->flush(dst_staging.data);
  735. // mark device host-write @ null
  736. dst_staging.data->access_flags = VK_ACCESS_HOST_WRITE_BIT;
  737. dst_staging.data->stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
  738. // staging to device
  739. record_clone(dst_staging, dst, opt);
  740. // stash staging
  741. d->upload_staging_buffers.push_back(dst_staging);
  742. }
  743. void VkCompute::record_clone(const Mat& src, VkImageMat& dst, const Option& opt)
  744. {
  745. // NCNN_LOGE("record_clone host to image");
  746. // host to staging
  747. VkMat dst_staging;
  748. Option opt_staging = opt;
  749. opt_staging.blob_vkallocator = opt.staging_vkallocator;
  750. record_clone(src, dst_staging, opt_staging);
  751. // staging to image
  752. record_clone(dst_staging, dst, opt);
  753. // stash staging
  754. d->upload_staging_buffers.push_back(dst_staging);
  755. }
  756. void VkCompute::record_clone(const VkMat& src, Mat& dst, const Option& opt)
  757. {
  758. // NCNN_LOGE("record_clone buffer to host");
  759. if (!src.allocator->mappable)
  760. {
  761. // device to staging
  762. VkMat src_staging;
  763. Option opt_staging = opt;
  764. opt_staging.blob_vkallocator = opt.staging_vkallocator;
  765. record_clone(src, src_staging, opt_staging);
  766. // staging to host
  767. record_clone(src_staging, dst, opt);
  768. return;
  769. }
  770. // create dst
  771. dst.create_like(src, opt.blob_allocator);
  772. if (dst.empty())
  773. return;
  774. // barrier device any @ compute to host-read @ compute
  775. if (src.data->access_flags & VK_ACCESS_HOST_WRITE_BIT || src.data->stage_flags != VK_PIPELINE_STAGE_HOST_BIT)
  776. {
  777. VkBufferMemoryBarrier* barriers = new VkBufferMemoryBarrier[1];
  778. barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  779. barriers[0].pNext = 0;
  780. barriers[0].srcAccessMask = src.data->access_flags;
  781. barriers[0].dstAccessMask = VK_ACCESS_HOST_READ_BIT;
  782. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  783. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  784. barriers[0].buffer = src.buffer();
  785. barriers[0].offset = src.buffer_offset();
  786. barriers[0].size = src.buffer_capacity();
  787. VkPipelineStageFlags src_stage = src.data->stage_flags;
  788. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_HOST_BIT;
  789. if (vkdev->info.support_VK_KHR_push_descriptor())
  790. {
  791. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, barriers, 0, 0);
  792. delete[] barriers;
  793. }
  794. else
  795. {
  796. VkComputePrivate::record r;
  797. r.type = VkComputePrivate::record::TYPE_buffer_barrers;
  798. r.command_buffer = d->compute_command_buffer;
  799. r.buffer_barrers.src_stage = src_stage;
  800. r.buffer_barrers.dst_stage = dst_stage;
  801. r.buffer_barrers.barrier_count = 1;
  802. r.buffer_barrers.barriers = barriers;
  803. d->delayed_records.push_back(r);
  804. }
  805. // mark device host-read @ any
  806. src.data->access_flags = VK_ACCESS_HOST_READ_BIT;
  807. src.data->stage_flags = VK_PIPELINE_STAGE_HOST_BIT;
  808. }
  809. // stash download post buffer and mat
  810. d->download_post_buffers.push_back(src);
  811. d->download_post_mats_fp16.push_back(dst);
  812. // post memcpy device to dst
  813. {
  814. VkComputePrivate::record r;
  815. r.type = VkComputePrivate::record::TYPE_post_download;
  816. r.command_buffer = 0;
  817. r.post_download.download_post_buffer_mat_offset = d->download_post_buffers.size() - 1;
  818. r.post_download.download_post_mat_fp16_offset = d->download_post_mats_fp16.size() - 1;
  819. d->delayed_records.push_back(r);
  820. }
  821. }
  822. void VkCompute::record_clone(const VkImageMat& src, Mat& dst, const Option& opt)
  823. {
  824. // NCNN_LOGE("record_clone image to host");
  825. // image to staging
  826. VkMat src_staging;
  827. Option opt_staging = opt;
  828. opt_staging.blob_vkallocator = opt.staging_vkallocator;
  829. record_clone(src, src_staging, opt_staging);
  830. // staging to host
  831. record_clone(src_staging, dst, opt);
  832. }
  833. void VkCompute::record_clone(const VkMat& src, VkMat& dst, const Option& opt)
  834. {
  835. // NCNN_LOGE("record_clone buffer to buffer");
  836. // create dst
  837. dst.create_like(src, opt.blob_vkallocator);
  838. if (dst.empty())
  839. return;
  840. if (src.data->access_flags & VK_ACCESS_TRANSFER_WRITE_BIT || src.data->stage_flags != VK_PIPELINE_STAGE_TRANSFER_BIT)
  841. {
  842. // barrier device any @ compute to transfer-read @ compute
  843. VkBufferMemoryBarrier* barriers = new VkBufferMemoryBarrier[1];
  844. barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  845. barriers[0].pNext = 0;
  846. barriers[0].srcAccessMask = src.data->access_flags;
  847. barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  848. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  849. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  850. barriers[0].buffer = src.buffer();
  851. barriers[0].offset = src.buffer_offset();
  852. barriers[0].size = src.buffer_capacity();
  853. VkPipelineStageFlags src_stage = src.data->stage_flags;
  854. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  855. if (vkdev->info.support_VK_KHR_push_descriptor())
  856. {
  857. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, barriers, 0, 0);
  858. delete[] barriers;
  859. }
  860. else
  861. {
  862. VkComputePrivate::record r;
  863. r.type = VkComputePrivate::record::TYPE_buffer_barrers;
  864. r.command_buffer = d->compute_command_buffer;
  865. r.buffer_barrers.src_stage = src_stage;
  866. r.buffer_barrers.dst_stage = dst_stage;
  867. r.buffer_barrers.barrier_count = 1;
  868. r.buffer_barrers.barriers = barriers;
  869. d->delayed_records.push_back(r);
  870. }
  871. // mark device transfer-read @ transfer
  872. src.data->access_flags = VK_ACCESS_TRANSFER_READ_BIT;
  873. src.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  874. }
  875. {
  876. // barrier device any @ null to transfer-write @ compute
  877. // mark device transfer-write @ transfer
  878. dst.data->access_flags = VK_ACCESS_TRANSFER_WRITE_BIT;
  879. dst.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  880. }
  881. // record device to staging
  882. {
  883. VkBufferCopy* regions = new VkBufferCopy[1];
  884. regions[0].srcOffset = src.buffer_offset();
  885. regions[0].dstOffset = dst.buffer_offset();
  886. regions[0].size = std::min(src.buffer_capacity(), dst.buffer_capacity());
  887. if (vkdev->info.support_VK_KHR_push_descriptor())
  888. {
  889. vkCmdCopyBuffer(d->compute_command_buffer, src.buffer(), dst.buffer(), 1, regions);
  890. delete[] regions;
  891. }
  892. else
  893. {
  894. VkComputePrivate::record r;
  895. r.type = VkComputePrivate::record::TYPE_copy_buffer;
  896. r.command_buffer = d->compute_command_buffer;
  897. r.copy_buffer.src = src.buffer();
  898. r.copy_buffer.dst = dst.buffer();
  899. r.copy_buffer.region_count = 1;
  900. r.copy_buffer.regions = regions;
  901. d->delayed_records.push_back(r);
  902. }
  903. }
  904. }
  905. void VkCompute::record_clone(const VkImageMat& src, VkImageMat& dst, const Option& opt)
  906. {
  907. // NCNN_LOGE("record_clone image to image");
  908. // create dst
  909. dst.create_like(src, opt.blob_vkallocator);
  910. if (dst.empty())
  911. return;
  912. // image layout transform any @ any to transfer-src-optimal @ compute
  913. if (src.data->access_flags & VK_ACCESS_TRANSFER_WRITE_BIT || src.data->image_layout != VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL || src.data->stage_flags != VK_PIPELINE_STAGE_TRANSFER_BIT)
  914. {
  915. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  916. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  917. barriers[0].pNext = 0;
  918. barriers[0].srcAccessMask = src.data->access_flags;
  919. barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  920. barriers[0].oldLayout = src.data->image_layout;
  921. barriers[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
  922. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  923. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  924. barriers[0].image = src.image();
  925. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  926. barriers[0].subresourceRange.baseMipLevel = 0;
  927. barriers[0].subresourceRange.levelCount = 1;
  928. barriers[0].subresourceRange.baseArrayLayer = 0;
  929. barriers[0].subresourceRange.layerCount = 1;
  930. VkPipelineStageFlags src_stage = src.data->stage_flags;
  931. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  932. if (vkdev->info.support_VK_KHR_push_descriptor())
  933. {
  934. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  935. delete[] barriers;
  936. }
  937. else
  938. {
  939. VkComputePrivate::record r;
  940. r.type = VkComputePrivate::record::TYPE_image_barrers;
  941. r.command_buffer = d->compute_command_buffer;
  942. r.image_barrers.src_stage = src_stage;
  943. r.image_barrers.dst_stage = dst_stage;
  944. r.image_barrers.barrier_count = 1;
  945. r.image_barrers.barriers = barriers;
  946. d->delayed_records.push_back(r);
  947. }
  948. // mark image transfer-src-optimal @ compute
  949. src.data->access_flags = VK_ACCESS_TRANSFER_READ_BIT;
  950. src.data->image_layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
  951. src.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  952. }
  953. // image layout transform undefined @ null to transfer-dst-optimal @ compute
  954. {
  955. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  956. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  957. barriers[0].pNext = 0;
  958. barriers[0].srcAccessMask = 0;
  959. barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  960. barriers[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  961. barriers[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  962. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  963. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  964. barriers[0].image = dst.image();
  965. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  966. barriers[0].subresourceRange.baseMipLevel = 0;
  967. barriers[0].subresourceRange.levelCount = 1;
  968. barriers[0].subresourceRange.baseArrayLayer = 0;
  969. barriers[0].subresourceRange.layerCount = 1;
  970. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  971. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  972. if (vkdev->info.support_VK_KHR_push_descriptor())
  973. {
  974. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  975. delete[] barriers;
  976. }
  977. else
  978. {
  979. VkComputePrivate::record r;
  980. r.type = VkComputePrivate::record::TYPE_image_barrers;
  981. r.command_buffer = d->compute_command_buffer;
  982. r.image_barrers.src_stage = src_stage;
  983. r.image_barrers.dst_stage = dst_stage;
  984. r.image_barrers.barrier_count = 1;
  985. r.image_barrers.barriers = barriers;
  986. d->delayed_records.push_back(r);
  987. }
  988. // mark image transfer-dst-optimal @ compute
  989. dst.data->access_flags = VK_ACCESS_TRANSFER_WRITE_BIT;
  990. dst.data->image_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  991. dst.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  992. }
  993. // record device to staging
  994. {
  995. VkImageCopy* regions = new VkImageCopy[1];
  996. regions[0].srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  997. regions[0].srcSubresource.mipLevel = 0;
  998. regions[0].srcSubresource.baseArrayLayer = 0;
  999. regions[0].srcSubresource.layerCount = 1;
  1000. regions[0].srcOffset.x = 0;
  1001. regions[0].srcOffset.y = 0;
  1002. regions[0].srcOffset.z = 0;
  1003. regions[0].dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1004. regions[0].dstSubresource.mipLevel = 0;
  1005. regions[0].dstSubresource.baseArrayLayer = 0;
  1006. regions[0].dstSubresource.layerCount = 1;
  1007. regions[0].dstOffset.x = 0;
  1008. regions[0].dstOffset.y = 0;
  1009. regions[0].dstOffset.z = 0;
  1010. regions[0].extent.width = src.data->width;
  1011. regions[0].extent.height = src.data->height;
  1012. regions[0].extent.depth = src.data->depth;
  1013. if (vkdev->info.support_VK_KHR_push_descriptor())
  1014. {
  1015. vkCmdCopyImage(d->compute_command_buffer, src.image(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst.image(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, regions);
  1016. delete[] regions;
  1017. }
  1018. else
  1019. {
  1020. VkComputePrivate::record r;
  1021. r.type = VkComputePrivate::record::TYPE_copy_image;
  1022. r.command_buffer = d->compute_command_buffer;
  1023. r.copy_image.src = src.image();
  1024. r.copy_image.src_layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
  1025. r.copy_image.dst = dst.image();
  1026. r.copy_image.dst_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  1027. r.copy_image.region_count = 1;
  1028. r.copy_image.regions = regions;
  1029. d->delayed_records.push_back(r);
  1030. }
  1031. }
  1032. // image and imageview can not be destroyed until command execution ends
  1033. NCNN_XADD(&src.data->command_refcount, 1);
  1034. NCNN_XADD(&dst.data->command_refcount, 1);
  1035. d->image_blocks_to_destroy.push_back(src.data);
  1036. d->image_blocks_to_destroy.push_back(dst.data);
  1037. }
  1038. void VkCompute::record_clone(const VkMat& src, VkImageMat& dst, const Option& opt)
  1039. {
  1040. // NCNN_LOGE("record_clone buffer to image");
  1041. // create dst
  1042. dst.create_like(src, opt.blob_vkallocator);
  1043. if (dst.empty())
  1044. return;
  1045. // barrier device any @ any to transfer-read @ compute
  1046. if (src.data->access_flags & VK_ACCESS_SHADER_WRITE_BIT || src.data->stage_flags != VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)
  1047. {
  1048. VkBufferMemoryBarrier* barriers = new VkBufferMemoryBarrier[1];
  1049. barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  1050. barriers[0].pNext = 0;
  1051. barriers[0].srcAccessMask = src.data->access_flags;
  1052. barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  1053. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1054. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1055. barriers[0].buffer = src.buffer();
  1056. barriers[0].offset = src.buffer_offset();
  1057. barriers[0].size = src.buffer_capacity();
  1058. VkPipelineStageFlags src_stage = src.data->stage_flags;
  1059. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1060. if (vkdev->info.support_VK_KHR_push_descriptor())
  1061. {
  1062. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, barriers, 0, 0);
  1063. delete[] barriers;
  1064. }
  1065. else
  1066. {
  1067. VkComputePrivate::record r;
  1068. r.type = VkComputePrivate::record::TYPE_buffer_barrers;
  1069. r.command_buffer = d->compute_command_buffer;
  1070. r.buffer_barrers.src_stage = src_stage;
  1071. r.buffer_barrers.dst_stage = dst_stage;
  1072. r.buffer_barrers.barrier_count = 1;
  1073. r.buffer_barrers.barriers = barriers;
  1074. d->delayed_records.push_back(r);
  1075. }
  1076. // mark device transfer-read @ compute
  1077. src.data->access_flags = VK_ACCESS_TRANSFER_READ_BIT;
  1078. src.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1079. }
  1080. // image layout transform undefined @ null to transfer-dst-optimal @ compute
  1081. {
  1082. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  1083. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  1084. barriers[0].pNext = 0;
  1085. barriers[0].srcAccessMask = 0;
  1086. barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  1087. barriers[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  1088. barriers[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  1089. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1090. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1091. barriers[0].image = dst.image();
  1092. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1093. barriers[0].subresourceRange.baseMipLevel = 0;
  1094. barriers[0].subresourceRange.levelCount = 1;
  1095. barriers[0].subresourceRange.baseArrayLayer = 0;
  1096. barriers[0].subresourceRange.layerCount = 1;
  1097. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  1098. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1099. if (vkdev->info.support_VK_KHR_push_descriptor())
  1100. {
  1101. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  1102. delete[] barriers;
  1103. }
  1104. else
  1105. {
  1106. VkComputePrivate::record r;
  1107. r.type = VkComputePrivate::record::TYPE_image_barrers;
  1108. r.command_buffer = d->compute_command_buffer;
  1109. r.image_barrers.src_stage = src_stage;
  1110. r.image_barrers.dst_stage = dst_stage;
  1111. r.image_barrers.barrier_count = 1;
  1112. r.image_barrers.barriers = barriers;
  1113. d->delayed_records.push_back(r);
  1114. }
  1115. // mark image transfer-dst-optimal @ compute
  1116. dst.data->access_flags = VK_ACCESS_TRANSFER_WRITE_BIT;
  1117. dst.data->image_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  1118. dst.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1119. }
  1120. // record device to image
  1121. {
  1122. int region_count;
  1123. VkBufferImageCopy* regions;
  1124. if (dst.elemsize * dst.w * dst.h % 16 == 0)
  1125. {
  1126. region_count = 1;
  1127. regions = new VkBufferImageCopy[1];
  1128. regions[0].bufferOffset = src.buffer_offset();
  1129. regions[0].bufferRowLength = 0;
  1130. regions[0].bufferImageHeight = 0;
  1131. regions[0].imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1132. regions[0].imageSubresource.mipLevel = 0;
  1133. regions[0].imageSubresource.baseArrayLayer = 0;
  1134. regions[0].imageSubresource.layerCount = 1;
  1135. regions[0].imageOffset.x = 0;
  1136. regions[0].imageOffset.y = 0;
  1137. regions[0].imageOffset.z = 0;
  1138. regions[0].imageExtent.width = dst.data->width;
  1139. regions[0].imageExtent.height = dst.data->height;
  1140. regions[0].imageExtent.depth = dst.data->depth;
  1141. }
  1142. else
  1143. {
  1144. region_count = dst.c;
  1145. regions = new VkBufferImageCopy[region_count];
  1146. for (int i = 0; i < region_count; i++)
  1147. {
  1148. regions[i].bufferOffset = src.buffer_offset() + src.cstep * src.elemsize * i;
  1149. regions[i].bufferRowLength = 0;
  1150. regions[i].bufferImageHeight = 0;
  1151. regions[i].imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1152. regions[i].imageSubresource.mipLevel = 0;
  1153. regions[i].imageSubresource.baseArrayLayer = 0;
  1154. regions[i].imageSubresource.layerCount = 1;
  1155. regions[i].imageOffset.x = 0;
  1156. regions[i].imageOffset.y = 0;
  1157. regions[i].imageOffset.z = i;
  1158. regions[i].imageExtent.width = dst.data->width;
  1159. regions[i].imageExtent.height = dst.data->height;
  1160. regions[i].imageExtent.depth = 1;
  1161. }
  1162. }
  1163. if (vkdev->info.support_VK_KHR_push_descriptor())
  1164. {
  1165. vkCmdCopyBufferToImage(d->compute_command_buffer, src.buffer(), dst.image(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, region_count, regions);
  1166. delete[] regions;
  1167. }
  1168. else
  1169. {
  1170. VkComputePrivate::record r;
  1171. r.type = VkComputePrivate::record::TYPE_copy_buffer_to_image;
  1172. r.command_buffer = d->compute_command_buffer;
  1173. r.copy_buffer_to_image.src = src.buffer();
  1174. r.copy_buffer_to_image.dst = dst.image();
  1175. r.copy_buffer_to_image.layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  1176. r.copy_buffer_to_image.region_count = region_count;
  1177. r.copy_buffer_to_image.regions = regions;
  1178. d->delayed_records.push_back(r);
  1179. }
  1180. }
  1181. // image and imageview can not be destroyed until command execution ends
  1182. NCNN_XADD(&dst.data->command_refcount, 1);
  1183. d->image_blocks_to_destroy.push_back(dst.data);
  1184. }
  1185. void VkCompute::record_clone(const VkImageMat& src, VkMat& dst, const Option& opt)
  1186. {
  1187. // NCNN_LOGE("record_clone image to buffer");
  1188. // create dst
  1189. dst.create_like(src, opt.blob_vkallocator);
  1190. if (dst.empty())
  1191. return;
  1192. // image layout transform any @ any to transfer-src-optimal @ compute
  1193. if (src.data->access_flags & VK_ACCESS_TRANSFER_WRITE_BIT || src.data->image_layout != VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL || src.data->stage_flags != VK_PIPELINE_STAGE_TRANSFER_BIT)
  1194. {
  1195. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  1196. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  1197. barriers[0].pNext = 0;
  1198. barriers[0].srcAccessMask = src.data->access_flags;
  1199. barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  1200. barriers[0].oldLayout = src.data->image_layout;
  1201. barriers[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
  1202. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1203. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1204. barriers[0].image = src.image();
  1205. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1206. barriers[0].subresourceRange.baseMipLevel = 0;
  1207. barriers[0].subresourceRange.levelCount = 1;
  1208. barriers[0].subresourceRange.baseArrayLayer = 0;
  1209. barriers[0].subresourceRange.layerCount = 1;
  1210. VkPipelineStageFlags src_stage = src.data->stage_flags;
  1211. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1212. if (vkdev->info.support_VK_KHR_push_descriptor())
  1213. {
  1214. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  1215. delete[] barriers;
  1216. }
  1217. else
  1218. {
  1219. VkComputePrivate::record r;
  1220. r.type = VkComputePrivate::record::TYPE_image_barrers;
  1221. r.command_buffer = d->compute_command_buffer;
  1222. r.image_barrers.src_stage = src_stage;
  1223. r.image_barrers.dst_stage = dst_stage;
  1224. r.image_barrers.barrier_count = 1;
  1225. r.image_barrers.barriers = barriers;
  1226. d->delayed_records.push_back(r);
  1227. }
  1228. // mark image transfer-src-optimal @ compute
  1229. src.data->access_flags = VK_ACCESS_TRANSFER_READ_BIT;
  1230. src.data->image_layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
  1231. src.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1232. }
  1233. {
  1234. // barrier device any @ null to transfer-write @ compute
  1235. // mark device transfer-write @ transfer
  1236. dst.data->access_flags = VK_ACCESS_TRANSFER_WRITE_BIT;
  1237. dst.data->stage_flags = VK_PIPELINE_STAGE_TRANSFER_BIT;
  1238. }
  1239. // record image to device
  1240. {
  1241. int region_count;
  1242. VkBufferImageCopy* regions;
  1243. if (src.elemsize * src.w * src.h % 16 == 0)
  1244. {
  1245. region_count = 1;
  1246. regions = new VkBufferImageCopy[1];
  1247. regions[0].bufferOffset = dst.buffer_offset();
  1248. regions[0].bufferRowLength = 0;
  1249. regions[0].bufferImageHeight = 0;
  1250. regions[0].imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1251. regions[0].imageSubresource.mipLevel = 0;
  1252. regions[0].imageSubresource.baseArrayLayer = 0;
  1253. regions[0].imageSubresource.layerCount = 1;
  1254. regions[0].imageOffset.x = 0;
  1255. regions[0].imageOffset.y = 0;
  1256. regions[0].imageOffset.z = 0;
  1257. regions[0].imageExtent.width = src.data->width;
  1258. regions[0].imageExtent.height = src.data->height;
  1259. regions[0].imageExtent.depth = src.data->depth;
  1260. }
  1261. else
  1262. {
  1263. region_count = src.c;
  1264. regions = new VkBufferImageCopy[region_count];
  1265. for (int i = 0; i < region_count; i++)
  1266. {
  1267. regions[i].bufferOffset = dst.buffer_offset() + dst.cstep * dst.elemsize * i;
  1268. regions[i].bufferRowLength = 0;
  1269. regions[i].bufferImageHeight = 0;
  1270. regions[i].imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1271. regions[i].imageSubresource.mipLevel = 0;
  1272. regions[i].imageSubresource.baseArrayLayer = 0;
  1273. regions[i].imageSubresource.layerCount = 1;
  1274. regions[i].imageOffset.x = 0;
  1275. regions[i].imageOffset.y = 0;
  1276. regions[i].imageOffset.z = i;
  1277. regions[i].imageExtent.width = src.data->width;
  1278. regions[i].imageExtent.height = src.data->height;
  1279. regions[i].imageExtent.depth = 1;
  1280. }
  1281. }
  1282. if (vkdev->info.support_VK_KHR_push_descriptor())
  1283. {
  1284. vkCmdCopyImageToBuffer(d->compute_command_buffer, src.image(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst.buffer(), region_count, regions);
  1285. delete[] regions;
  1286. }
  1287. else
  1288. {
  1289. VkComputePrivate::record r;
  1290. r.type = VkComputePrivate::record::TYPE_copy_image_to_buffer;
  1291. r.command_buffer = d->compute_command_buffer;
  1292. r.copy_image_to_buffer.src = src.image();
  1293. r.copy_image_to_buffer.layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
  1294. r.copy_image_to_buffer.dst = dst.buffer();
  1295. r.copy_image_to_buffer.region_count = region_count;
  1296. r.copy_image_to_buffer.regions = regions;
  1297. d->delayed_records.push_back(r);
  1298. }
  1299. }
  1300. // image and imageview can not be destroyed until command execution ends
  1301. NCNN_XADD(&src.data->command_refcount, 1);
  1302. d->image_blocks_to_destroy.push_back(src.data);
  1303. }
  1304. void VkCompute::record_pipeline(const Pipeline* pipeline, const std::vector<VkMat>& bindings, const std::vector<vk_constant_type>& constants, const VkMat& dispatcher)
  1305. {
  1306. record_pipeline(pipeline, bindings, std::vector<VkImageMat>(), constants, dispatcher);
  1307. }
  1308. void VkCompute::record_pipeline(const Pipeline* pipeline, const std::vector<VkImageMat>& bindings, const std::vector<vk_constant_type>& constants, const VkImageMat& dispatcher)
  1309. {
  1310. record_pipeline(pipeline, std::vector<VkMat>(), bindings, constants, dispatcher);
  1311. }
  1312. void VkCompute::record_pipeline(const Pipeline* pipeline, const std::vector<VkMat>& buffer_bindings, const std::vector<VkImageMat>& image_bindings, const std::vector<vk_constant_type>& constants, const VkMat& dispatcher)
  1313. {
  1314. Mat dispatcher_mat(dispatcher.w, dispatcher.h, dispatcher.d, dispatcher.c, (void*)0);
  1315. record_pipeline(pipeline, buffer_bindings, image_bindings, constants, dispatcher_mat);
  1316. }
  1317. void VkCompute::record_pipeline(const Pipeline* pipeline, const std::vector<VkMat>& buffer_bindings, const std::vector<VkImageMat>& image_bindings, const std::vector<vk_constant_type>& constants, const VkImageMat& dispatcher)
  1318. {
  1319. Mat dispatcher_mat(dispatcher.w, dispatcher.h, dispatcher.d, dispatcher.c, (void*)0);
  1320. record_pipeline(pipeline, buffer_bindings, image_bindings, constants, dispatcher_mat);
  1321. }
  1322. void VkCompute::record_pipeline(const Pipeline* pipeline, const std::vector<VkMat>& buffer_bindings, const std::vector<VkImageMat>& image_bindings, const std::vector<vk_constant_type>& constants, const Mat& dispatcher)
  1323. {
  1324. // NCNN_LOGE("record_pipeline %p", pipeline);
  1325. const int buffer_binding_count = (int)buffer_bindings.size();
  1326. const int image_binding_count = (int)image_bindings.size();
  1327. const int constant_count = (int)constants.size();
  1328. const int binding_count = buffer_binding_count + image_binding_count;
  1329. const ShaderInfo& shader_info = pipeline->shader_info();
  1330. if (binding_count != shader_info.binding_count)
  1331. {
  1332. NCNN_LOGE("binding_count not match, expect %d but got %d + %d", shader_info.binding_count, buffer_binding_count, image_binding_count);
  1333. }
  1334. if (constant_count != shader_info.push_constant_count)
  1335. {
  1336. NCNN_LOGE("push_constant_count not match, expect %d but got %d", shader_info.push_constant_count, constant_count);
  1337. }
  1338. int buffer_index = 0;
  1339. int image_index = 0;
  1340. for (int i = 0; i < binding_count; i++)
  1341. {
  1342. int binding_type = shader_info.binding_types[i];
  1343. if (binding_type == 1)
  1344. {
  1345. const VkMat& binding = buffer_bindings[buffer_index].empty() ? vkdev->get_dummy_buffer() : buffer_bindings[buffer_index];
  1346. buffer_index++;
  1347. // NCNN_LOGE("binding #%d buffer = %d %d %d %d @ %lu %d = %p +%ld ~%ld", i, binding.dims, binding.w, binding.h, binding.c, binding.elemsize, binding.elempack, binding.buffer(), binding.buffer_offset(), binding.buffer_capacity());
  1348. barrier_readwrite(binding);
  1349. }
  1350. else if (binding_type == 2)
  1351. {
  1352. const VkImageMat& binding = image_bindings[image_index].empty() ? vkdev->get_dummy_image() : image_bindings[image_index];
  1353. image_index++;
  1354. // NCNN_LOGE("binding #%d image = %d %d %d %d @ %lu %d = %p +%ld ~%ld %p", i, binding.dims, binding.w, binding.h, binding.c, binding.elemsize, binding.elempack, binding.image(), binding.data->bind_offset, binding.data->bind_capacity, binding.imageview());
  1355. barrier_readwrite(binding);
  1356. // image and imageview can not be destroyed until command execution ends
  1357. NCNN_XADD(&binding.data->command_refcount, 1);
  1358. d->image_blocks_to_destroy.push_back(binding.data);
  1359. }
  1360. else // if (binding_type == 3)
  1361. {
  1362. const VkImageMat& binding = image_bindings[image_index].empty() ? vkdev->get_dummy_image_readonly() : image_bindings[image_index];
  1363. image_index++;
  1364. // NCNN_LOGE("binding #%d sampler = %d %d %d %d @ %lu %d = %p +%ld ~%ld %p", i, binding.dims, binding.w, binding.h, binding.c, binding.elemsize, binding.elempack, binding.image(), binding.data->bind_offset, binding.data->bind_capacity, binding.imageview());
  1365. // if the same image used for both storage image and combined image sampler
  1366. // only apply image layout transition to general
  1367. bool image_read_write = false;
  1368. for (int j = 0; j < image_binding_count; j++)
  1369. {
  1370. if (shader_info.binding_types[j] == 2 && binding.data == image_bindings[j].data)
  1371. {
  1372. // the same image is used as storage image, skip it
  1373. image_read_write = true;
  1374. break;
  1375. }
  1376. }
  1377. if (image_read_write)
  1378. continue;
  1379. barrier_readonly(binding);
  1380. // image and imageview can not be destroyed until command execution ends
  1381. NCNN_XADD(&binding.data->command_refcount, 1);
  1382. d->image_blocks_to_destroy.push_back(binding.data);
  1383. }
  1384. }
  1385. // record bind pipeline
  1386. {
  1387. if (vkdev->info.support_VK_KHR_push_descriptor())
  1388. {
  1389. vkCmdBindPipeline(d->compute_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->pipeline());
  1390. }
  1391. else
  1392. {
  1393. VkComputePrivate::record r;
  1394. r.type = VkComputePrivate::record::TYPE_bind_pipeline;
  1395. r.command_buffer = d->compute_command_buffer;
  1396. r.bind_pipeline.bind_point = VK_PIPELINE_BIND_POINT_COMPUTE;
  1397. r.bind_pipeline.pipeline = pipeline->pipeline();
  1398. d->delayed_records.push_back(r);
  1399. }
  1400. }
  1401. // record update bindings
  1402. if (binding_count > 0)
  1403. {
  1404. std::vector<unsigned char> descriptorInfos;
  1405. {
  1406. descriptorInfos.resize(sizeof(VkDescriptorBufferInfo) * buffer_binding_count + sizeof(VkDescriptorImageInfo) * image_binding_count);
  1407. unsigned char* p_descriptorInfos = descriptorInfos.data();
  1408. int descriptorBufferInfo_index = 0;
  1409. int descriptorImageInfo_index = 0;
  1410. for (int i = 0; i < binding_count; i++)
  1411. {
  1412. int binding_type = shader_info.binding_types[i];
  1413. if (binding_type == 1)
  1414. {
  1415. const VkMat& binding = buffer_bindings[descriptorBufferInfo_index].empty() ? vkdev->get_dummy_buffer() : buffer_bindings[descriptorBufferInfo_index];
  1416. descriptorBufferInfo_index++;
  1417. VkDescriptorBufferInfo descriptorBufferInfo;
  1418. descriptorBufferInfo.buffer = binding.buffer();
  1419. descriptorBufferInfo.offset = binding.buffer_offset();
  1420. descriptorBufferInfo.range = binding.total() * binding.elemsize;
  1421. memcpy(p_descriptorInfos, &descriptorBufferInfo, sizeof(VkDescriptorBufferInfo));
  1422. p_descriptorInfos += sizeof(VkDescriptorBufferInfo);
  1423. }
  1424. else //if (binding_type == 2 || binding_type == 3)
  1425. {
  1426. const VkImageMat& binding = image_bindings[descriptorImageInfo_index].empty() ? vkdev->get_dummy_image() : image_bindings[descriptorImageInfo_index];
  1427. descriptorImageInfo_index++;
  1428. // we always use immutable nearest sampler set in descroptor layout during pipeline creation
  1429. VkDescriptorImageInfo descriptorImageInfo;
  1430. descriptorImageInfo.sampler = 0;
  1431. descriptorImageInfo.imageView = binding.imageview();
  1432. descriptorImageInfo.imageLayout = binding.data->image_layout;
  1433. memcpy(p_descriptorInfos, &descriptorImageInfo, sizeof(VkDescriptorImageInfo));
  1434. p_descriptorInfos += sizeof(VkDescriptorImageInfo);
  1435. }
  1436. }
  1437. }
  1438. if (vkdev->info.support_VK_KHR_push_descriptor())
  1439. {
  1440. vkdev->vkCmdPushDescriptorSetWithTemplateKHR(d->compute_command_buffer, pipeline->descriptor_update_template(), pipeline->pipeline_layout(), 0, descriptorInfos.data());
  1441. }
  1442. else
  1443. {
  1444. // create new descriptor_pool and descriptorset
  1445. VkDescriptorPool descriptor_pool;
  1446. {
  1447. int image_binding_count = 0;
  1448. int sampler_binding_count = 0;
  1449. for (int i = 0; i < binding_count; i++)
  1450. {
  1451. int binding_type = shader_info.binding_types[i];
  1452. if (binding_type == 2)
  1453. image_binding_count++;
  1454. else // if (binding_type == 3)
  1455. sampler_binding_count++;
  1456. }
  1457. VkDescriptorPoolSize poolSizes[3];
  1458. poolSizes[0].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1459. poolSizes[0].descriptorCount = buffer_binding_count;
  1460. poolSizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1461. poolSizes[1].descriptorCount = image_binding_count;
  1462. poolSizes[2].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1463. poolSizes[2].descriptorCount = sampler_binding_count;
  1464. VkDescriptorPoolCreateInfo descriptorPoolCreateInfo;
  1465. descriptorPoolCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  1466. descriptorPoolCreateInfo.pNext = 0;
  1467. descriptorPoolCreateInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  1468. descriptorPoolCreateInfo.maxSets = 1;
  1469. descriptorPoolCreateInfo.poolSizeCount = 3;
  1470. descriptorPoolCreateInfo.pPoolSizes = poolSizes;
  1471. VkResult ret = vkCreateDescriptorPool(vkdev->vkdevice(), &descriptorPoolCreateInfo, 0, &descriptor_pool);
  1472. if (ret != VK_SUCCESS)
  1473. {
  1474. NCNN_LOGE("vkCreateDescriptorPool failed %d", ret);
  1475. return;
  1476. }
  1477. }
  1478. d->descriptor_pools.push_back(descriptor_pool);
  1479. VkDescriptorSet descriptorset;
  1480. {
  1481. VkDescriptorSetLayout descriptorset_layout = pipeline->descriptorset_layout();
  1482. VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
  1483. descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
  1484. descriptorSetAllocateInfo.pNext = 0;
  1485. descriptorSetAllocateInfo.descriptorPool = descriptor_pool;
  1486. descriptorSetAllocateInfo.descriptorSetCount = 1;
  1487. descriptorSetAllocateInfo.pSetLayouts = &descriptorset_layout;
  1488. VkResult ret = vkAllocateDescriptorSets(vkdev->vkdevice(), &descriptorSetAllocateInfo, &descriptorset);
  1489. if (ret != VK_SUCCESS)
  1490. {
  1491. NCNN_LOGE("vkAllocateDescriptorSets failed %d", ret);
  1492. return;
  1493. }
  1494. }
  1495. d->descriptorsets.push_back(descriptorset);
  1496. if (vkdev->info.support_VK_KHR_descriptor_update_template())
  1497. {
  1498. vkdev->vkUpdateDescriptorSetWithTemplateKHR(vkdev->vkdevice(), descriptorset, pipeline->descriptor_update_template(), descriptorInfos.data());
  1499. }
  1500. else
  1501. {
  1502. std::vector<VkWriteDescriptorSet> writeDescriptorSets(binding_count);
  1503. {
  1504. const unsigned char* p_descriptorInfos = descriptorInfos.data();
  1505. for (int i = 0; i < binding_count; i++)
  1506. {
  1507. int binding_type = shader_info.binding_types[i];
  1508. writeDescriptorSets[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1509. writeDescriptorSets[i].pNext = 0;
  1510. writeDescriptorSets[i].dstSet = descriptorset;
  1511. writeDescriptorSets[i].dstBinding = i;
  1512. writeDescriptorSets[i].dstArrayElement = 0;
  1513. writeDescriptorSets[i].descriptorCount = 1;
  1514. writeDescriptorSets[i].pTexelBufferView = 0;
  1515. if (binding_type == 1)
  1516. {
  1517. writeDescriptorSets[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1518. writeDescriptorSets[i].pImageInfo = 0;
  1519. writeDescriptorSets[i].pBufferInfo = (const VkDescriptorBufferInfo*)p_descriptorInfos;
  1520. p_descriptorInfos += sizeof(VkDescriptorBufferInfo);
  1521. }
  1522. else if (binding_type == 2)
  1523. {
  1524. writeDescriptorSets[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1525. writeDescriptorSets[i].pImageInfo = (const VkDescriptorImageInfo*)p_descriptorInfos;
  1526. writeDescriptorSets[i].pBufferInfo = 0;
  1527. p_descriptorInfos += sizeof(VkDescriptorImageInfo);
  1528. }
  1529. else // if (binding_type == 3)
  1530. {
  1531. writeDescriptorSets[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1532. writeDescriptorSets[i].pImageInfo = (const VkDescriptorImageInfo*)p_descriptorInfos;
  1533. writeDescriptorSets[i].pBufferInfo = 0;
  1534. p_descriptorInfos += sizeof(VkDescriptorImageInfo);
  1535. }
  1536. }
  1537. }
  1538. vkUpdateDescriptorSets(vkdev->vkdevice(), binding_count, writeDescriptorSets.data(), 0, 0);
  1539. }
  1540. VkComputePrivate::record r;
  1541. r.type = VkComputePrivate::record::TYPE_bind_descriptorsets;
  1542. r.command_buffer = d->compute_command_buffer;
  1543. r.bind_descriptorsets.bind_point = VK_PIPELINE_BIND_POINT_COMPUTE;
  1544. r.bind_descriptorsets.pipeline_layout = pipeline->pipeline_layout();
  1545. r.bind_descriptorsets.descriptorset_count = 1;
  1546. r.bind_descriptorsets.descriptorset_offset = d->descriptorsets.size() - 1;
  1547. d->delayed_records.push_back(r);
  1548. }
  1549. }
  1550. // record push constants
  1551. if (constant_count > 0)
  1552. {
  1553. if (vkdev->info.support_VK_KHR_push_descriptor())
  1554. {
  1555. vkCmdPushConstants(d->compute_command_buffer, pipeline->pipeline_layout(), VK_SHADER_STAGE_COMPUTE_BIT, 0, constant_count * sizeof(vk_constant_type), constants.data());
  1556. }
  1557. else
  1558. {
  1559. uint32_t size = constant_count * sizeof(vk_constant_type);
  1560. unsigned char* constant_values = new unsigned char[size];
  1561. memcpy(constant_values, constants.data(), size);
  1562. VkComputePrivate::record r;
  1563. r.type = VkComputePrivate::record::TYPE_push_constants;
  1564. r.command_buffer = d->compute_command_buffer;
  1565. r.push_constants.pipeline_layout = pipeline->pipeline_layout();
  1566. r.push_constants.stage_flags = VK_SHADER_STAGE_COMPUTE_BIT;
  1567. r.push_constants.size = size;
  1568. r.push_constants.values = constant_values;
  1569. d->delayed_records.push_back(r);
  1570. }
  1571. }
  1572. // record dispatch
  1573. {
  1574. uint32_t group_count_x = (dispatcher.w + pipeline->local_size_x() - 1) / pipeline->local_size_x();
  1575. uint32_t group_count_y = (dispatcher.h * (dispatcher.d ? dispatcher.d : 1) + pipeline->local_size_y() - 1) / pipeline->local_size_y();
  1576. uint32_t group_count_z = (dispatcher.c + pipeline->local_size_z() - 1) / pipeline->local_size_z();
  1577. if (vkdev->info.support_VK_KHR_push_descriptor())
  1578. {
  1579. vkCmdDispatch(d->compute_command_buffer, group_count_x, group_count_y, group_count_z);
  1580. }
  1581. else
  1582. {
  1583. VkComputePrivate::record r;
  1584. r.type = VkComputePrivate::record::TYPE_dispatch;
  1585. r.command_buffer = d->compute_command_buffer;
  1586. r.dispatch.group_count_x = group_count_x;
  1587. r.dispatch.group_count_y = group_count_y;
  1588. r.dispatch.group_count_z = group_count_z;
  1589. d->delayed_records.push_back(r);
  1590. }
  1591. }
  1592. }
  1593. #if NCNN_BENCHMARK
  1594. void VkCompute::record_write_timestamp(uint32_t query)
  1595. {
  1596. if (vkdev->info.support_VK_KHR_push_descriptor())
  1597. {
  1598. if (d->query_pool)
  1599. vkCmdWriteTimestamp(d->compute_command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, d->query_pool, query);
  1600. }
  1601. else
  1602. {
  1603. VkComputePrivate::record r;
  1604. r.type = VkComputePrivate::record::TYPE_write_timestamp;
  1605. r.command_buffer = d->compute_command_buffer;
  1606. r.write_timestamp.query = query;
  1607. d->delayed_records.push_back(r);
  1608. }
  1609. }
  1610. #endif // NCNN_BENCHMARK
  1611. #if NCNN_PLATFORM_API
  1612. #if __ANDROID_API__ >= 26
  1613. void VkCompute::record_import_android_hardware_buffer(const ImportAndroidHardwareBufferPipeline* pipeline, const VkImageMat& src, const VkMat& dst)
  1614. {
  1615. // image layout transform undefined @ null to general @ compute
  1616. {
  1617. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  1618. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  1619. barriers[0].pNext = 0;
  1620. barriers[0].srcAccessMask = 0;
  1621. barriers[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  1622. barriers[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  1623. barriers[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  1624. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1625. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1626. barriers[0].image = src.image();
  1627. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1628. barriers[0].subresourceRange.baseMipLevel = 0;
  1629. barriers[0].subresourceRange.levelCount = 1;
  1630. barriers[0].subresourceRange.baseArrayLayer = 0;
  1631. barriers[0].subresourceRange.layerCount = 1;
  1632. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  1633. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  1634. if (vkdev->info.support_VK_KHR_push_descriptor())
  1635. {
  1636. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  1637. delete[] barriers;
  1638. }
  1639. else
  1640. {
  1641. VkComputePrivate::record r;
  1642. r.type = VkComputePrivate::record::TYPE_image_barrers;
  1643. r.command_buffer = d->compute_command_buffer;
  1644. r.image_barrers.src_stage = src_stage;
  1645. r.image_barrers.dst_stage = dst_stage;
  1646. r.image_barrers.barrier_count = 1;
  1647. r.image_barrers.barriers = barriers;
  1648. d->delayed_records.push_back(r);
  1649. }
  1650. }
  1651. // record bind pipeline
  1652. {
  1653. if (vkdev->info.support_VK_KHR_push_descriptor())
  1654. {
  1655. vkCmdBindPipeline(d->compute_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->pipeline());
  1656. }
  1657. else
  1658. {
  1659. VkComputePrivate::record r;
  1660. r.type = VkComputePrivate::record::TYPE_bind_pipeline;
  1661. r.command_buffer = d->compute_command_buffer;
  1662. r.bind_pipeline.bind_point = VK_PIPELINE_BIND_POINT_COMPUTE;
  1663. r.bind_pipeline.pipeline = pipeline->pipeline();
  1664. d->delayed_records.push_back(r);
  1665. }
  1666. }
  1667. // record update bindings
  1668. {
  1669. VkDescriptorImageInfo descriptorImageInfo;
  1670. descriptorImageInfo.sampler = pipeline->sampler;
  1671. descriptorImageInfo.imageView = src.imageview();
  1672. descriptorImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  1673. VkDescriptorBufferInfo descriptorBufferInfo;
  1674. descriptorBufferInfo.buffer = dst.buffer();
  1675. descriptorBufferInfo.offset = dst.buffer_offset();
  1676. descriptorBufferInfo.range = dst.total() * dst.elemsize;
  1677. if (vkdev->info.support_VK_KHR_push_descriptor())
  1678. {
  1679. struct ImportAndroidHardwareBufferDescriptorInfo
  1680. {
  1681. VkDescriptorImageInfo imageInfo;
  1682. VkDescriptorBufferInfo bufferInfo;
  1683. VkDescriptorBufferInfo buffer4Info;
  1684. };
  1685. ImportAndroidHardwareBufferDescriptorInfo info;
  1686. info.imageInfo = descriptorImageInfo;
  1687. info.bufferInfo = descriptorBufferInfo;
  1688. info.buffer4Info = descriptorBufferInfo;
  1689. vkdev->vkCmdPushDescriptorSetWithTemplateKHR(d->compute_command_buffer, pipeline->descriptor_update_template(), pipeline->pipeline_layout(), 0, &info);
  1690. }
  1691. else
  1692. {
  1693. // create new descriptor_pool and descriptorset
  1694. VkDescriptorPool descriptor_pool;
  1695. {
  1696. VkDescriptorPoolSize poolSizes[2];
  1697. poolSizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1698. poolSizes[0].descriptorCount = 1;
  1699. poolSizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1700. poolSizes[1].descriptorCount = 2;
  1701. VkDescriptorPoolCreateInfo descriptorPoolCreateInfo;
  1702. descriptorPoolCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  1703. descriptorPoolCreateInfo.pNext = 0;
  1704. descriptorPoolCreateInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  1705. descriptorPoolCreateInfo.maxSets = 1;
  1706. descriptorPoolCreateInfo.poolSizeCount = 2;
  1707. descriptorPoolCreateInfo.pPoolSizes = poolSizes;
  1708. VkResult ret = vkCreateDescriptorPool(vkdev->vkdevice(), &descriptorPoolCreateInfo, 0, &descriptor_pool);
  1709. if (ret != VK_SUCCESS)
  1710. {
  1711. NCNN_LOGE("vkCreateDescriptorPool failed %d", ret);
  1712. return;
  1713. }
  1714. }
  1715. d->descriptor_pools.push_back(descriptor_pool);
  1716. VkDescriptorSet descriptorset;
  1717. {
  1718. VkDescriptorSetLayout descriptorset_layout = pipeline->descriptorset_layout();
  1719. VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
  1720. descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
  1721. descriptorSetAllocateInfo.pNext = 0;
  1722. descriptorSetAllocateInfo.descriptorPool = descriptor_pool;
  1723. descriptorSetAllocateInfo.descriptorSetCount = 1;
  1724. descriptorSetAllocateInfo.pSetLayouts = &descriptorset_layout;
  1725. VkResult ret = vkAllocateDescriptorSets(vkdev->vkdevice(), &descriptorSetAllocateInfo, &descriptorset);
  1726. if (ret != VK_SUCCESS)
  1727. {
  1728. NCNN_LOGE("vkAllocateDescriptorSets failed %d", ret);
  1729. return;
  1730. }
  1731. }
  1732. d->descriptorsets.push_back(descriptorset);
  1733. if (vkdev->info.support_VK_KHR_descriptor_update_template())
  1734. {
  1735. struct ImportAndroidHardwareBufferDescriptorInfo
  1736. {
  1737. VkDescriptorImageInfo imageInfo;
  1738. VkDescriptorBufferInfo bufferInfo;
  1739. VkDescriptorBufferInfo buffer4Info;
  1740. };
  1741. ImportAndroidHardwareBufferDescriptorInfo info;
  1742. info.imageInfo = descriptorImageInfo;
  1743. info.bufferInfo = descriptorBufferInfo;
  1744. info.buffer4Info = descriptorBufferInfo;
  1745. vkdev->vkUpdateDescriptorSetWithTemplateKHR(vkdev->vkdevice(), descriptorset, pipeline->descriptor_update_template(), &info);
  1746. }
  1747. else
  1748. {
  1749. VkWriteDescriptorSet writeDescriptorSets[3];
  1750. writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1751. writeDescriptorSets[0].pNext = 0;
  1752. writeDescriptorSets[0].dstSet = descriptorset;
  1753. writeDescriptorSets[0].dstBinding = 0;
  1754. writeDescriptorSets[0].dstArrayElement = 0;
  1755. writeDescriptorSets[0].descriptorCount = 1;
  1756. writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1757. writeDescriptorSets[0].pImageInfo = &descriptorImageInfo;
  1758. writeDescriptorSets[0].pBufferInfo = 0;
  1759. writeDescriptorSets[0].pTexelBufferView = 0;
  1760. writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1761. writeDescriptorSets[1].pNext = 0;
  1762. writeDescriptorSets[1].dstSet = descriptorset;
  1763. writeDescriptorSets[1].dstBinding = 1;
  1764. writeDescriptorSets[1].dstArrayElement = 0;
  1765. writeDescriptorSets[1].descriptorCount = 1;
  1766. writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1767. writeDescriptorSets[1].pImageInfo = 0;
  1768. writeDescriptorSets[1].pBufferInfo = &descriptorBufferInfo;
  1769. writeDescriptorSets[1].pTexelBufferView = 0;
  1770. writeDescriptorSets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1771. writeDescriptorSets[2].pNext = 0;
  1772. writeDescriptorSets[2].dstSet = descriptorset;
  1773. writeDescriptorSets[2].dstBinding = 2;
  1774. writeDescriptorSets[2].dstArrayElement = 0;
  1775. writeDescriptorSets[2].descriptorCount = 1;
  1776. writeDescriptorSets[2].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1777. writeDescriptorSets[2].pImageInfo = 0;
  1778. writeDescriptorSets[2].pBufferInfo = &descriptorBufferInfo;
  1779. writeDescriptorSets[2].pTexelBufferView = 0;
  1780. vkUpdateDescriptorSets(vkdev->vkdevice(), 3, writeDescriptorSets, 0, 0);
  1781. }
  1782. VkComputePrivate::record r;
  1783. r.type = VkComputePrivate::record::TYPE_bind_descriptorsets;
  1784. r.command_buffer = d->compute_command_buffer;
  1785. r.bind_descriptorsets.bind_point = VK_PIPELINE_BIND_POINT_COMPUTE;
  1786. r.bind_descriptorsets.pipeline_layout = pipeline->pipeline_layout();
  1787. r.bind_descriptorsets.descriptorset_count = 1;
  1788. r.bind_descriptorsets.descriptorset_offset = d->descriptorsets.size() - 1;
  1789. d->delayed_records.push_back(r);
  1790. }
  1791. }
  1792. // record dispatch
  1793. {
  1794. uint32_t group_count_x = (dst.w + pipeline->local_size_x() - 1) / pipeline->local_size_x();
  1795. uint32_t group_count_y = (dst.h + pipeline->local_size_y() - 1) / pipeline->local_size_y();
  1796. uint32_t group_count_z = (dst.c + pipeline->local_size_z() - 1) / pipeline->local_size_z();
  1797. if (vkdev->info.support_VK_KHR_push_descriptor())
  1798. {
  1799. vkCmdDispatch(d->compute_command_buffer, group_count_x, group_count_y, group_count_z);
  1800. }
  1801. else
  1802. {
  1803. VkComputePrivate::record r;
  1804. r.type = VkComputePrivate::record::TYPE_dispatch;
  1805. r.command_buffer = d->compute_command_buffer;
  1806. r.dispatch.group_count_x = group_count_x;
  1807. r.dispatch.group_count_y = group_count_y;
  1808. r.dispatch.group_count_z = group_count_z;
  1809. d->delayed_records.push_back(r);
  1810. }
  1811. }
  1812. }
  1813. void VkCompute::record_import_android_hardware_buffer(const ImportAndroidHardwareBufferPipeline* pipeline, const VkImageMat& src, const VkImageMat& dst)
  1814. {
  1815. // image layout transform undefined @ null to general @ compute
  1816. {
  1817. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[2];
  1818. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  1819. barriers[0].pNext = 0;
  1820. barriers[0].srcAccessMask = 0;
  1821. barriers[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  1822. barriers[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  1823. barriers[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  1824. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1825. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1826. barriers[0].image = src.image();
  1827. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1828. barriers[0].subresourceRange.baseMipLevel = 0;
  1829. barriers[0].subresourceRange.levelCount = 1;
  1830. barriers[0].subresourceRange.baseArrayLayer = 0;
  1831. barriers[0].subresourceRange.layerCount = 1;
  1832. barriers[1].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  1833. barriers[1].pNext = 0;
  1834. barriers[1].srcAccessMask = 0;
  1835. barriers[1].dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
  1836. barriers[1].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  1837. barriers[1].newLayout = VK_IMAGE_LAYOUT_GENERAL;
  1838. barriers[1].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1839. barriers[1].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  1840. barriers[1].image = dst.image();
  1841. barriers[1].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  1842. barriers[1].subresourceRange.baseMipLevel = 0;
  1843. barriers[1].subresourceRange.levelCount = 1;
  1844. barriers[1].subresourceRange.baseArrayLayer = 0;
  1845. barriers[1].subresourceRange.layerCount = 1;
  1846. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  1847. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  1848. if (vkdev->info.support_VK_KHR_push_descriptor())
  1849. {
  1850. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 2, barriers);
  1851. delete[] barriers;
  1852. }
  1853. else
  1854. {
  1855. VkComputePrivate::record r;
  1856. r.type = VkComputePrivate::record::TYPE_image_barrers;
  1857. r.command_buffer = d->compute_command_buffer;
  1858. r.image_barrers.src_stage = src_stage;
  1859. r.image_barrers.dst_stage = dst_stage;
  1860. r.image_barrers.barrier_count = 2;
  1861. r.image_barrers.barriers = barriers;
  1862. d->delayed_records.push_back(r);
  1863. }
  1864. }
  1865. // record bind pipeline
  1866. {
  1867. if (vkdev->info.support_VK_KHR_push_descriptor())
  1868. {
  1869. vkCmdBindPipeline(d->compute_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->pipeline());
  1870. }
  1871. else
  1872. {
  1873. VkComputePrivate::record r;
  1874. r.type = VkComputePrivate::record::TYPE_bind_pipeline;
  1875. r.command_buffer = d->compute_command_buffer;
  1876. r.bind_pipeline.bind_point = VK_PIPELINE_BIND_POINT_COMPUTE;
  1877. r.bind_pipeline.pipeline = pipeline->pipeline();
  1878. d->delayed_records.push_back(r);
  1879. }
  1880. }
  1881. // record update bindings
  1882. {
  1883. VkDescriptorImageInfo descriptorImageInfos[3];
  1884. descriptorImageInfos[0].sampler = pipeline->sampler;
  1885. descriptorImageInfos[0].imageView = src.imageview();
  1886. descriptorImageInfos[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  1887. descriptorImageInfos[1].sampler = 0;
  1888. descriptorImageInfos[1].imageView = dst.imageview();
  1889. descriptorImageInfos[1].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
  1890. descriptorImageInfos[2].sampler = 0;
  1891. descriptorImageInfos[2].imageView = dst.imageview();
  1892. descriptorImageInfos[2].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
  1893. if (vkdev->info.support_VK_KHR_push_descriptor())
  1894. {
  1895. vkdev->vkCmdPushDescriptorSetWithTemplateKHR(d->compute_command_buffer, pipeline->descriptor_update_template(), pipeline->pipeline_layout(), 0, descriptorImageInfos);
  1896. }
  1897. else
  1898. {
  1899. // create new descriptor_pool and descriptorset
  1900. VkDescriptorPool descriptor_pool;
  1901. {
  1902. VkDescriptorPoolSize poolSizes[2];
  1903. poolSizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1904. poolSizes[0].descriptorCount = 1;
  1905. poolSizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1906. poolSizes[1].descriptorCount = 2;
  1907. VkDescriptorPoolCreateInfo descriptorPoolCreateInfo;
  1908. descriptorPoolCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  1909. descriptorPoolCreateInfo.pNext = 0;
  1910. descriptorPoolCreateInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  1911. descriptorPoolCreateInfo.maxSets = 1;
  1912. descriptorPoolCreateInfo.poolSizeCount = 2;
  1913. descriptorPoolCreateInfo.pPoolSizes = poolSizes;
  1914. VkResult ret = vkCreateDescriptorPool(vkdev->vkdevice(), &descriptorPoolCreateInfo, 0, &descriptor_pool);
  1915. if (ret != VK_SUCCESS)
  1916. {
  1917. NCNN_LOGE("vkCreateDescriptorPool failed %d", ret);
  1918. return;
  1919. }
  1920. }
  1921. d->descriptor_pools.push_back(descriptor_pool);
  1922. VkDescriptorSet descriptorset;
  1923. {
  1924. VkDescriptorSetLayout descriptorset_layout = pipeline->descriptorset_layout();
  1925. VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
  1926. descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
  1927. descriptorSetAllocateInfo.pNext = 0;
  1928. descriptorSetAllocateInfo.descriptorPool = descriptor_pool;
  1929. descriptorSetAllocateInfo.descriptorSetCount = 1;
  1930. descriptorSetAllocateInfo.pSetLayouts = &descriptorset_layout;
  1931. VkResult ret = vkAllocateDescriptorSets(vkdev->vkdevice(), &descriptorSetAllocateInfo, &descriptorset);
  1932. if (ret != VK_SUCCESS)
  1933. {
  1934. NCNN_LOGE("vkAllocateDescriptorSets failed %d", ret);
  1935. return;
  1936. }
  1937. }
  1938. d->descriptorsets.push_back(descriptorset);
  1939. if (vkdev->info.support_VK_KHR_descriptor_update_template())
  1940. {
  1941. vkdev->vkUpdateDescriptorSetWithTemplateKHR(vkdev->vkdevice(), descriptorset, pipeline->descriptor_update_template(), descriptorImageInfos);
  1942. }
  1943. else
  1944. {
  1945. VkWriteDescriptorSet writeDescriptorSets[3];
  1946. writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1947. writeDescriptorSets[0].pNext = 0;
  1948. writeDescriptorSets[0].dstSet = descriptorset;
  1949. writeDescriptorSets[0].dstBinding = 0;
  1950. writeDescriptorSets[0].dstArrayElement = 0;
  1951. writeDescriptorSets[0].descriptorCount = 1;
  1952. writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1953. writeDescriptorSets[0].pImageInfo = &descriptorImageInfos[0];
  1954. writeDescriptorSets[0].pBufferInfo = 0;
  1955. writeDescriptorSets[0].pTexelBufferView = 0;
  1956. writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1957. writeDescriptorSets[1].pNext = 0;
  1958. writeDescriptorSets[1].dstSet = descriptorset;
  1959. writeDescriptorSets[1].dstBinding = 1;
  1960. writeDescriptorSets[1].dstArrayElement = 0;
  1961. writeDescriptorSets[1].descriptorCount = 1;
  1962. writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1963. writeDescriptorSets[1].pImageInfo = &descriptorImageInfos[1];
  1964. writeDescriptorSets[1].pBufferInfo = 0;
  1965. writeDescriptorSets[1].pTexelBufferView = 0;
  1966. writeDescriptorSets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
  1967. writeDescriptorSets[2].pNext = 0;
  1968. writeDescriptorSets[2].dstSet = descriptorset;
  1969. writeDescriptorSets[2].dstBinding = 2;
  1970. writeDescriptorSets[2].dstArrayElement = 0;
  1971. writeDescriptorSets[2].descriptorCount = 1;
  1972. writeDescriptorSets[2].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1973. writeDescriptorSets[2].pImageInfo = &descriptorImageInfos[2];
  1974. writeDescriptorSets[2].pBufferInfo = 0;
  1975. writeDescriptorSets[2].pTexelBufferView = 0;
  1976. vkUpdateDescriptorSets(vkdev->vkdevice(), 3, writeDescriptorSets, 0, 0);
  1977. }
  1978. VkComputePrivate::record r;
  1979. r.type = VkComputePrivate::record::TYPE_bind_descriptorsets;
  1980. r.command_buffer = d->compute_command_buffer;
  1981. r.bind_descriptorsets.bind_point = VK_PIPELINE_BIND_POINT_COMPUTE;
  1982. r.bind_descriptorsets.pipeline_layout = pipeline->pipeline_layout();
  1983. r.bind_descriptorsets.descriptorset_count = 1;
  1984. r.bind_descriptorsets.descriptorset_offset = d->descriptorsets.size() - 1;
  1985. d->delayed_records.push_back(r);
  1986. }
  1987. }
  1988. // record dispatch
  1989. {
  1990. uint32_t group_count_x = (dst.w + pipeline->local_size_x() - 1) / pipeline->local_size_x();
  1991. uint32_t group_count_y = (dst.h + pipeline->local_size_y() - 1) / pipeline->local_size_y();
  1992. uint32_t group_count_z = (dst.c + pipeline->local_size_z() - 1) / pipeline->local_size_z();
  1993. if (vkdev->info.support_VK_KHR_push_descriptor())
  1994. {
  1995. vkCmdDispatch(d->compute_command_buffer, group_count_x, group_count_y, group_count_z);
  1996. }
  1997. else
  1998. {
  1999. VkComputePrivate::record r;
  2000. r.type = VkComputePrivate::record::TYPE_dispatch;
  2001. r.command_buffer = d->compute_command_buffer;
  2002. r.dispatch.group_count_x = group_count_x;
  2003. r.dispatch.group_count_y = group_count_y;
  2004. r.dispatch.group_count_z = group_count_z;
  2005. d->delayed_records.push_back(r);
  2006. }
  2007. }
  2008. }
  2009. #endif // __ANDROID_API__ >= 26
  2010. #endif // NCNN_PLATFORM_API
  2011. int VkCompute::submit_and_wait()
  2012. {
  2013. // NCNN_LOGE("submit_and_wait");
  2014. if (!vkdev->info.support_VK_KHR_push_descriptor())
  2015. {
  2016. d->begin_command_buffer();
  2017. #if NCNN_BENCHMARK
  2018. if (d->query_pool)
  2019. vkCmdResetQueryPool(d->compute_command_buffer, d->query_pool, 0, d->query_count);
  2020. #endif // NCNN_BENCHMARK
  2021. const size_t record_count = d->delayed_records.size();
  2022. // handle delayed records
  2023. for (size_t i = 0; i < record_count; i++)
  2024. {
  2025. const VkComputePrivate::record& r = d->delayed_records[i];
  2026. switch (r.type)
  2027. {
  2028. case VkComputePrivate::record::TYPE_copy_buffer:
  2029. {
  2030. vkCmdCopyBuffer(r.command_buffer, r.copy_buffer.src, r.copy_buffer.dst, r.copy_buffer.region_count, r.copy_buffer.regions);
  2031. delete[] r.copy_buffer.regions;
  2032. break;
  2033. }
  2034. case VkComputePrivate::record::TYPE_copy_image:
  2035. {
  2036. vkCmdCopyImage(r.command_buffer, r.copy_image.src, r.copy_image.src_layout, r.copy_image.dst, r.copy_image.dst_layout, r.copy_image.region_count, r.copy_image.regions);
  2037. delete[] r.copy_image.regions;
  2038. break;
  2039. }
  2040. case VkComputePrivate::record::TYPE_copy_buffer_to_image:
  2041. {
  2042. vkCmdCopyBufferToImage(r.command_buffer, r.copy_buffer_to_image.src, r.copy_buffer_to_image.dst, r.copy_buffer_to_image.layout, r.copy_buffer_to_image.region_count, r.copy_buffer_to_image.regions);
  2043. delete[] r.copy_buffer_to_image.regions;
  2044. break;
  2045. }
  2046. case VkComputePrivate::record::TYPE_copy_image_to_buffer:
  2047. {
  2048. vkCmdCopyImageToBuffer(r.command_buffer, r.copy_image_to_buffer.src, r.copy_image_to_buffer.layout, r.copy_image_to_buffer.dst, r.copy_image_to_buffer.region_count, r.copy_image_to_buffer.regions);
  2049. delete[] r.copy_image_to_buffer.regions;
  2050. break;
  2051. }
  2052. case VkComputePrivate::record::TYPE_bind_pipeline:
  2053. {
  2054. vkCmdBindPipeline(r.command_buffer, r.bind_pipeline.bind_point, r.bind_pipeline.pipeline);
  2055. break;
  2056. }
  2057. case VkComputePrivate::record::TYPE_bind_descriptorsets:
  2058. {
  2059. vkCmdBindDescriptorSets(r.command_buffer, r.bind_descriptorsets.bind_point, r.bind_descriptorsets.pipeline_layout, 0, r.bind_descriptorsets.descriptorset_count, &d->descriptorsets[r.bind_descriptorsets.descriptorset_offset], 0, 0);
  2060. break;
  2061. }
  2062. case VkComputePrivate::record::TYPE_push_constants:
  2063. {
  2064. vkCmdPushConstants(r.command_buffer, r.push_constants.pipeline_layout, r.push_constants.stage_flags, 0, r.push_constants.size, r.push_constants.values);
  2065. delete[](unsigned char*) r.push_constants.values;
  2066. break;
  2067. }
  2068. case VkComputePrivate::record::TYPE_dispatch:
  2069. {
  2070. vkCmdDispatch(r.command_buffer, r.dispatch.group_count_x, r.dispatch.group_count_y, r.dispatch.group_count_z);
  2071. break;
  2072. }
  2073. case VkComputePrivate::record::TYPE_memory_barrers:
  2074. {
  2075. vkCmdPipelineBarrier(r.command_buffer, r.memory_barrers.src_stage, r.memory_barrers.dst_stage, 0, r.memory_barrers.barrier_count, r.memory_barrers.barriers, 0, 0, 0, 0);
  2076. delete[] r.memory_barrers.barriers;
  2077. break;
  2078. }
  2079. case VkComputePrivate::record::TYPE_buffer_barrers:
  2080. {
  2081. vkCmdPipelineBarrier(r.command_buffer, r.buffer_barrers.src_stage, r.buffer_barrers.dst_stage, 0, 0, 0, r.buffer_barrers.barrier_count, r.buffer_barrers.barriers, 0, 0);
  2082. delete[] r.buffer_barrers.barriers;
  2083. break;
  2084. }
  2085. case VkComputePrivate::record::TYPE_image_barrers:
  2086. {
  2087. vkCmdPipelineBarrier(r.command_buffer, r.image_barrers.src_stage, r.image_barrers.dst_stage, 0, 0, 0, 0, 0, r.image_barrers.barrier_count, r.image_barrers.barriers);
  2088. delete[] r.image_barrers.barriers;
  2089. break;
  2090. }
  2091. #if NCNN_BENCHMARK
  2092. case VkComputePrivate::record::TYPE_write_timestamp:
  2093. {
  2094. if (d->query_pool)
  2095. vkCmdWriteTimestamp(r.command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, d->query_pool, r.write_timestamp.query);
  2096. break;
  2097. }
  2098. #endif // NCNN_BENCHMARK
  2099. case VkComputePrivate::record::TYPE_post_download:
  2100. case VkComputePrivate::record::TYPE_post_cast_float16_to_float32:
  2101. default:
  2102. break;
  2103. }
  2104. }
  2105. }
  2106. // end command buffer
  2107. {
  2108. d->end_command_buffer();
  2109. }
  2110. // acquire queue and reclaim on return
  2111. VkQueue compute_queue = vkdev->acquire_queue(vkdev->info.compute_queue_family_index());
  2112. if (compute_queue == 0)
  2113. {
  2114. NCNN_LOGE("out of compute queue");
  2115. return -1;
  2116. }
  2117. // submit compute
  2118. {
  2119. VkSubmitInfo submitInfo;
  2120. submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  2121. submitInfo.pNext = 0;
  2122. submitInfo.waitSemaphoreCount = 0;
  2123. submitInfo.pWaitSemaphores = 0;
  2124. submitInfo.pWaitDstStageMask = 0;
  2125. submitInfo.commandBufferCount = 1;
  2126. submitInfo.pCommandBuffers = &d->compute_command_buffer;
  2127. submitInfo.signalSemaphoreCount = 0;
  2128. submitInfo.pSignalSemaphores = 0;
  2129. VkResult ret = vkQueueSubmit(compute_queue, 1, &submitInfo, d->compute_command_fence);
  2130. if (ret != VK_SUCCESS)
  2131. {
  2132. NCNN_LOGE("vkQueueSubmit failed %d", ret);
  2133. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  2134. return -1;
  2135. }
  2136. }
  2137. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  2138. // wait
  2139. {
  2140. VkResult ret = vkWaitForFences(vkdev->vkdevice(), 1, &d->compute_command_fence, VK_TRUE, (uint64_t)-1);
  2141. if (ret != VK_SUCCESS)
  2142. {
  2143. NCNN_LOGE("vkWaitForFences failed %d", ret);
  2144. return -1;
  2145. }
  2146. }
  2147. // handle delayed post records
  2148. for (size_t i = 0; i < d->delayed_records.size(); i++)
  2149. {
  2150. const VkComputePrivate::record& r = d->delayed_records[i];
  2151. switch (r.type)
  2152. {
  2153. case VkComputePrivate::record::TYPE_post_download:
  2154. {
  2155. const VkMat& src = d->download_post_buffers[r.post_download.download_post_buffer_mat_offset];
  2156. Mat& dst = d->download_post_mats_fp16[r.post_download.download_post_mat_fp16_offset];
  2157. // NCNN_LOGE("post_download %p +%d ~%d -> %p", src.buffer(), src.buffer_offset(), src.buffer_capacity(), dst.data);
  2158. src.allocator->invalidate(src.data);
  2159. memcpy(dst.data, src.mapped_ptr(), dst.total() * dst.elemsize);
  2160. break;
  2161. }
  2162. case VkComputePrivate::record::TYPE_post_cast_float16_to_float32:
  2163. {
  2164. // NCNN_LOGE("post_cast_float16_to_float32");
  2165. const Mat& src = d->download_post_mats_fp16[r.post_cast_float16_to_float32.download_post_mat_fp16_offset];
  2166. Mat& dst = d->download_post_mats[r.post_cast_float16_to_float32.download_post_mat_offset];
  2167. Option opt;
  2168. opt.num_threads = r.post_cast_float16_to_float32.num_threads;
  2169. opt.blob_allocator = dst.allocator;
  2170. ncnn::cast_float16_to_float32(src, dst, opt);
  2171. break;
  2172. }
  2173. default:
  2174. break;
  2175. }
  2176. }
  2177. d->delayed_records.clear();
  2178. return 0;
  2179. }
  2180. int VkCompute::reset()
  2181. {
  2182. d->upload_staging_buffers.clear();
  2183. d->download_post_buffers.clear();
  2184. d->download_post_mats_fp16.clear();
  2185. d->download_post_mats.clear();
  2186. for (size_t i = 0; i < d->image_blocks_to_destroy.size(); i++)
  2187. {
  2188. VkImageMemory* ptr = d->image_blocks_to_destroy[i];
  2189. int old_command_refcount = NCNN_XADD(&ptr->command_refcount, -1);
  2190. if (ptr->refcount == 0 && old_command_refcount == 1)
  2191. {
  2192. // no userspace reference and we are the last command reference
  2193. vkDestroyImageView(vkdev->vkdevice(), ptr->imageview, 0);
  2194. vkDestroyImage(vkdev->vkdevice(), ptr->image, 0);
  2195. delete ptr;
  2196. }
  2197. else
  2198. {
  2199. // reference exists in user code or other command
  2200. }
  2201. }
  2202. d->image_blocks_to_destroy.clear();
  2203. if (!vkdev->info.support_VK_KHR_push_descriptor())
  2204. {
  2205. for (size_t i = 0; i < d->descriptorsets.size(); i++)
  2206. {
  2207. vkFreeDescriptorSets(vkdev->vkdevice(), d->descriptor_pools[i], 1, &d->descriptorsets[i]);
  2208. vkDestroyDescriptorPool(vkdev->vkdevice(), d->descriptor_pools[i], 0);
  2209. }
  2210. d->descriptor_pools.clear();
  2211. d->descriptorsets.clear();
  2212. }
  2213. d->delayed_records.clear();
  2214. // reset command buffer and fence
  2215. {
  2216. VkResult ret = vkResetCommandBuffer(d->compute_command_buffer, 0);
  2217. if (ret != VK_SUCCESS)
  2218. {
  2219. NCNN_LOGE("vkResetCommandBuffer failed %d", ret);
  2220. return -1;
  2221. }
  2222. }
  2223. {
  2224. VkResult ret = vkResetFences(vkdev->vkdevice(), 1, &d->compute_command_fence);
  2225. if (ret != VK_SUCCESS)
  2226. {
  2227. NCNN_LOGE("vkResetFences failed %d", ret);
  2228. return -1;
  2229. }
  2230. }
  2231. if (vkdev->info.support_VK_KHR_push_descriptor())
  2232. {
  2233. d->begin_command_buffer();
  2234. #if NCNN_BENCHMARK
  2235. if (d->query_pool)
  2236. vkCmdResetQueryPool(d->compute_command_buffer, d->query_pool, 0, d->query_count);
  2237. #endif // NCNN_BENCHMARK
  2238. }
  2239. return 0;
  2240. }
  2241. #if NCNN_BENCHMARK
  2242. int VkCompute::create_query_pool(uint32_t _query_count)
  2243. {
  2244. d->query_count = _query_count;
  2245. VkQueryPoolCreateInfo queryPoolCreateInfo;
  2246. queryPoolCreateInfo.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
  2247. queryPoolCreateInfo.pNext = 0;
  2248. queryPoolCreateInfo.flags = 0;
  2249. queryPoolCreateInfo.queryType = VK_QUERY_TYPE_TIMESTAMP;
  2250. queryPoolCreateInfo.queryCount = d->query_count;
  2251. queryPoolCreateInfo.pipelineStatistics = 0;
  2252. VkResult ret = vkCreateQueryPool(vkdev->vkdevice(), &queryPoolCreateInfo, 0, &d->query_pool);
  2253. if (ret != VK_SUCCESS)
  2254. {
  2255. NCNN_LOGE("vkCreateQueryPool failed %d", ret);
  2256. return -1;
  2257. }
  2258. if (vkdev->info.support_VK_KHR_push_descriptor())
  2259. {
  2260. if (d->query_pool)
  2261. vkCmdResetQueryPool(d->compute_command_buffer, d->query_pool, 0, d->query_count);
  2262. }
  2263. return 0;
  2264. }
  2265. int VkCompute::get_query_pool_results(uint32_t first_query, uint32_t query_count, std::vector<uint64_t>& results)
  2266. {
  2267. if (results.size() < first_query + query_count)
  2268. {
  2269. NCNN_LOGE("results not large enough");
  2270. return -1;
  2271. }
  2272. VkResult ret = vkGetQueryPoolResults(vkdev->vkdevice(), d->query_pool, first_query, query_count,
  2273. query_count * sizeof(uint64_t), results.data() + first_query, sizeof(uint64_t), VK_QUERY_RESULT_64_BIT);
  2274. if (ret != VK_SUCCESS && ret != VK_NOT_READY)
  2275. {
  2276. NCNN_LOGE("vkGetQueryPoolResults failed %d", ret);
  2277. return -1;
  2278. }
  2279. return 0;
  2280. }
  2281. #endif // NCNN_BENCHMARK
  2282. void VkCompute::barrier_readwrite(const VkMat& binding)
  2283. {
  2284. if (binding.data->access_flags & VK_ACCESS_SHADER_WRITE_BIT || binding.data->stage_flags != VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)
  2285. {
  2286. // barrier device any @ compute/null to shader-readwrite @ compute
  2287. VkBufferMemoryBarrier* barriers = new VkBufferMemoryBarrier[1];
  2288. barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2289. barriers[0].pNext = 0;
  2290. barriers[0].srcAccessMask = binding.data->access_flags;
  2291. barriers[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  2292. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2293. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2294. barriers[0].buffer = binding.buffer();
  2295. barriers[0].offset = binding.buffer_offset();
  2296. barriers[0].size = binding.buffer_capacity();
  2297. VkPipelineStageFlags src_stage = binding.data->stage_flags;
  2298. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2299. if (vkdev->info.support_VK_KHR_push_descriptor())
  2300. {
  2301. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, barriers, 0, 0);
  2302. delete[] barriers;
  2303. }
  2304. else
  2305. {
  2306. VkComputePrivate::record r;
  2307. r.type = VkComputePrivate::record::TYPE_buffer_barrers;
  2308. r.command_buffer = d->compute_command_buffer;
  2309. r.buffer_barrers.src_stage = src_stage;
  2310. r.buffer_barrers.dst_stage = dst_stage;
  2311. r.buffer_barrers.barrier_count = 1;
  2312. r.buffer_barrers.barriers = barriers;
  2313. d->delayed_records.push_back(r);
  2314. }
  2315. // mark device shader-readwrite @ compute
  2316. binding.data->access_flags = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  2317. binding.data->stage_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2318. }
  2319. }
  2320. void VkCompute::barrier_readwrite(const VkImageMat& binding)
  2321. {
  2322. if (binding.data->access_flags & VK_ACCESS_SHADER_WRITE_BIT || binding.data->image_layout != VK_IMAGE_LAYOUT_GENERAL || binding.data->stage_flags != VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)
  2323. {
  2324. // image layout transform any @ any to shader-write @ compute
  2325. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  2326. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  2327. barriers[0].pNext = 0;
  2328. barriers[0].srcAccessMask = binding.data->access_flags;
  2329. barriers[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  2330. barriers[0].oldLayout = binding.data->image_layout;
  2331. barriers[0].newLayout = VK_IMAGE_LAYOUT_GENERAL;
  2332. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2333. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2334. barriers[0].image = binding.image();
  2335. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2336. barriers[0].subresourceRange.baseMipLevel = 0;
  2337. barriers[0].subresourceRange.levelCount = 1;
  2338. barriers[0].subresourceRange.baseArrayLayer = 0;
  2339. barriers[0].subresourceRange.layerCount = 1;
  2340. VkPipelineStageFlags src_stage = binding.data->stage_flags;
  2341. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2342. if (vkdev->info.support_VK_KHR_push_descriptor())
  2343. {
  2344. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  2345. delete[] barriers;
  2346. }
  2347. else
  2348. {
  2349. VkComputePrivate::record r;
  2350. r.type = VkComputePrivate::record::TYPE_image_barrers;
  2351. r.command_buffer = d->compute_command_buffer;
  2352. r.image_barrers.src_stage = src_stage;
  2353. r.image_barrers.dst_stage = dst_stage;
  2354. r.image_barrers.barrier_count = 1;
  2355. r.image_barrers.barriers = barriers;
  2356. d->delayed_records.push_back(r);
  2357. }
  2358. // mark image shader-write @ compute
  2359. binding.data->access_flags = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
  2360. binding.data->image_layout = VK_IMAGE_LAYOUT_GENERAL;
  2361. binding.data->stage_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2362. }
  2363. }
  2364. void VkCompute::barrier_readonly(const VkImageMat& binding)
  2365. {
  2366. if (binding.data->access_flags & VK_ACCESS_SHADER_WRITE_BIT || binding.data->image_layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL || binding.data->stage_flags != VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)
  2367. {
  2368. // image layout transform any @ any to shader-readonly-optimal @ compute
  2369. VkImageMemoryBarrier* barriers = new VkImageMemoryBarrier[1];
  2370. barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  2371. barriers[0].pNext = 0;
  2372. barriers[0].srcAccessMask = binding.data->access_flags;
  2373. barriers[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  2374. barriers[0].oldLayout = binding.data->image_layout;
  2375. barriers[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  2376. barriers[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2377. barriers[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2378. barriers[0].image = binding.image();
  2379. barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2380. barriers[0].subresourceRange.baseMipLevel = 0;
  2381. barriers[0].subresourceRange.levelCount = 1;
  2382. barriers[0].subresourceRange.baseArrayLayer = 0;
  2383. barriers[0].subresourceRange.layerCount = 1;
  2384. VkPipelineStageFlags src_stage = binding.data->stage_flags;
  2385. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2386. if (vkdev->info.support_VK_KHR_push_descriptor())
  2387. {
  2388. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, barriers);
  2389. delete[] barriers;
  2390. }
  2391. else
  2392. {
  2393. VkComputePrivate::record r;
  2394. r.type = VkComputePrivate::record::TYPE_image_barrers;
  2395. r.command_buffer = d->compute_command_buffer;
  2396. r.image_barrers.src_stage = src_stage;
  2397. r.image_barrers.dst_stage = dst_stage;
  2398. r.image_barrers.barrier_count = 1;
  2399. r.image_barrers.barriers = barriers;
  2400. d->delayed_records.push_back(r);
  2401. }
  2402. // mark image shader-readonly-optimal @ compute
  2403. binding.data->access_flags = VK_ACCESS_SHADER_READ_BIT;
  2404. binding.data->image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  2405. binding.data->stage_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2406. }
  2407. }
  2408. class VkTransferPrivate
  2409. {
  2410. public:
  2411. VkTransferPrivate(const VulkanDevice* _vkdev);
  2412. ~VkTransferPrivate();
  2413. int init();
  2414. int begin_command_buffer();
  2415. int end_command_buffer();
  2416. const VulkanDevice* vkdev;
  2417. VkCommandPool compute_command_pool;
  2418. VkCommandPool transfer_command_pool;
  2419. VkCommandBuffer upload_command_buffer;
  2420. VkCommandBuffer compute_command_buffer;
  2421. VkSemaphore upload_compute_semaphore;
  2422. VkFence upload_command_fence;
  2423. VkFence compute_command_fence;
  2424. std::vector<VkMat> upload_staging_buffers;
  2425. };
  2426. VkTransferPrivate::VkTransferPrivate(const VulkanDevice* _vkdev)
  2427. : vkdev(_vkdev)
  2428. {
  2429. compute_command_pool = 0;
  2430. transfer_command_pool = 0;
  2431. upload_command_buffer = 0;
  2432. compute_command_buffer = 0;
  2433. upload_compute_semaphore = 0;
  2434. upload_command_fence = 0;
  2435. compute_command_fence = 0;
  2436. init();
  2437. }
  2438. VkTransferPrivate::~VkTransferPrivate()
  2439. {
  2440. vkDestroyFence(vkdev->vkdevice(), compute_command_fence, 0);
  2441. vkFreeCommandBuffers(vkdev->vkdevice(), compute_command_pool, 1, &compute_command_buffer);
  2442. vkDestroyCommandPool(vkdev->vkdevice(), compute_command_pool, 0);
  2443. if (!vkdev->info.unified_compute_transfer_queue())
  2444. {
  2445. vkDestroyFence(vkdev->vkdevice(), upload_command_fence, 0);
  2446. vkDestroySemaphore(vkdev->vkdevice(), upload_compute_semaphore, 0);
  2447. vkFreeCommandBuffers(vkdev->vkdevice(), transfer_command_pool, 1, &upload_command_buffer);
  2448. vkDestroyCommandPool(vkdev->vkdevice(), transfer_command_pool, 0);
  2449. }
  2450. }
  2451. int VkTransferPrivate::init()
  2452. {
  2453. // compute_command_pool
  2454. {
  2455. VkCommandPoolCreateInfo commandPoolCreateInfo;
  2456. commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
  2457. commandPoolCreateInfo.pNext = 0;
  2458. commandPoolCreateInfo.flags = 0;
  2459. commandPoolCreateInfo.queueFamilyIndex = vkdev->info.compute_queue_family_index();
  2460. VkResult ret = vkCreateCommandPool(vkdev->vkdevice(), &commandPoolCreateInfo, 0, &compute_command_pool);
  2461. if (ret != VK_SUCCESS)
  2462. {
  2463. NCNN_LOGE("vkCreateCommandPool failed %d", ret);
  2464. return -1;
  2465. }
  2466. }
  2467. // compute_command_buffer
  2468. {
  2469. VkCommandBufferAllocateInfo commandBufferAllocateInfo;
  2470. commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
  2471. commandBufferAllocateInfo.pNext = 0;
  2472. commandBufferAllocateInfo.commandPool = compute_command_pool;
  2473. commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
  2474. commandBufferAllocateInfo.commandBufferCount = 1;
  2475. VkResult ret = vkAllocateCommandBuffers(vkdev->vkdevice(), &commandBufferAllocateInfo, &compute_command_buffer);
  2476. if (ret != VK_SUCCESS)
  2477. {
  2478. NCNN_LOGE("vkAllocateCommandBuffers failed %d", ret);
  2479. return -1;
  2480. }
  2481. }
  2482. // compute_command_fence
  2483. {
  2484. VkFenceCreateInfo fenceCreateInfo;
  2485. fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
  2486. fenceCreateInfo.pNext = 0;
  2487. fenceCreateInfo.flags = 0;
  2488. VkResult ret = vkCreateFence(vkdev->vkdevice(), &fenceCreateInfo, 0, &compute_command_fence);
  2489. if (ret != VK_SUCCESS)
  2490. {
  2491. NCNN_LOGE("vkCreateFence failed %d", ret);
  2492. return -1;
  2493. }
  2494. }
  2495. if (!vkdev->info.unified_compute_transfer_queue())
  2496. {
  2497. // transfer_command_pool
  2498. {
  2499. VkCommandPoolCreateInfo commandPoolCreateInfo;
  2500. commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
  2501. commandPoolCreateInfo.pNext = 0;
  2502. commandPoolCreateInfo.flags = 0;
  2503. commandPoolCreateInfo.queueFamilyIndex = vkdev->info.transfer_queue_family_index();
  2504. VkResult ret = vkCreateCommandPool(vkdev->vkdevice(), &commandPoolCreateInfo, 0, &transfer_command_pool);
  2505. if (ret != VK_SUCCESS)
  2506. {
  2507. NCNN_LOGE("vkCreateCommandPool failed %d", ret);
  2508. return -1;
  2509. }
  2510. }
  2511. // upload_command_buffer
  2512. {
  2513. VkCommandBufferAllocateInfo commandBufferAllocateInfo;
  2514. commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
  2515. commandBufferAllocateInfo.pNext = 0;
  2516. commandBufferAllocateInfo.commandPool = transfer_command_pool;
  2517. commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
  2518. commandBufferAllocateInfo.commandBufferCount = 1;
  2519. VkResult ret = vkAllocateCommandBuffers(vkdev->vkdevice(), &commandBufferAllocateInfo, &upload_command_buffer);
  2520. if (ret != VK_SUCCESS)
  2521. {
  2522. NCNN_LOGE("vkAllocateCommandBuffers failed %d", ret);
  2523. return -1;
  2524. }
  2525. }
  2526. // upload_compute_semaphore
  2527. {
  2528. VkSemaphoreCreateInfo semaphoreCreateInfo;
  2529. semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
  2530. semaphoreCreateInfo.pNext = 0;
  2531. semaphoreCreateInfo.flags = 0;
  2532. VkResult ret = vkCreateSemaphore(vkdev->vkdevice(), &semaphoreCreateInfo, 0, &upload_compute_semaphore);
  2533. if (ret != VK_SUCCESS)
  2534. {
  2535. NCNN_LOGE("vkCreateSemaphore failed %d", ret);
  2536. return -1;
  2537. }
  2538. }
  2539. // upload_command_fence
  2540. {
  2541. VkFenceCreateInfo fenceCreateInfo;
  2542. fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
  2543. fenceCreateInfo.pNext = 0;
  2544. fenceCreateInfo.flags = 0;
  2545. VkResult ret = vkCreateFence(vkdev->vkdevice(), &fenceCreateInfo, 0, &upload_command_fence);
  2546. if (ret != VK_SUCCESS)
  2547. {
  2548. NCNN_LOGE("vkCreateFence failed %d", ret);
  2549. return -1;
  2550. }
  2551. }
  2552. }
  2553. begin_command_buffer();
  2554. return 0;
  2555. }
  2556. int VkTransferPrivate::begin_command_buffer()
  2557. {
  2558. {
  2559. VkCommandBufferBeginInfo commandBufferBeginInfo;
  2560. commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  2561. commandBufferBeginInfo.pNext = 0;
  2562. commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  2563. commandBufferBeginInfo.pInheritanceInfo = 0;
  2564. VkResult ret = vkBeginCommandBuffer(compute_command_buffer, &commandBufferBeginInfo);
  2565. if (ret != VK_SUCCESS)
  2566. {
  2567. NCNN_LOGE("vkBeginCommandBuffer failed %d", ret);
  2568. return -1;
  2569. }
  2570. }
  2571. if (!vkdev->info.unified_compute_transfer_queue())
  2572. {
  2573. {
  2574. VkCommandBufferBeginInfo commandBufferBeginInfo;
  2575. commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  2576. commandBufferBeginInfo.pNext = 0;
  2577. commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  2578. commandBufferBeginInfo.pInheritanceInfo = 0;
  2579. VkResult ret = vkBeginCommandBuffer(upload_command_buffer, &commandBufferBeginInfo);
  2580. if (ret != VK_SUCCESS)
  2581. {
  2582. NCNN_LOGE("vkBeginCommandBuffer failed %d", ret);
  2583. return -1;
  2584. }
  2585. }
  2586. }
  2587. return 0;
  2588. }
  2589. int VkTransferPrivate::end_command_buffer()
  2590. {
  2591. {
  2592. VkResult ret = vkEndCommandBuffer(compute_command_buffer);
  2593. if (ret != VK_SUCCESS)
  2594. {
  2595. NCNN_LOGE("vkEndCommandBuffer failed %d", ret);
  2596. return -1;
  2597. }
  2598. }
  2599. if (!vkdev->info.unified_compute_transfer_queue())
  2600. {
  2601. {
  2602. VkResult ret = vkEndCommandBuffer(upload_command_buffer);
  2603. if (ret != VK_SUCCESS)
  2604. {
  2605. NCNN_LOGE("vkEndCommandBuffer failed %d", ret);
  2606. return -1;
  2607. }
  2608. }
  2609. }
  2610. return 0;
  2611. }
  2612. VkTransfer::VkTransfer(const VulkanDevice* _vkdev)
  2613. : vkdev(_vkdev), d(new VkTransferPrivate(_vkdev))
  2614. {
  2615. }
  2616. VkTransfer::~VkTransfer()
  2617. {
  2618. delete d;
  2619. }
  2620. void VkTransfer::record_upload(const Mat& src, VkMat& dst, const Option& opt, bool flatten)
  2621. {
  2622. // NCNN_LOGE("record_upload src = %d | %d %d %d @ %d", src.dims, src.w, src.h, src.c, src.elempack);
  2623. // NOTE keep the hack here ?
  2624. if (src.elembits() == 32)
  2625. {
  2626. if (opt.use_fp16_storage || (opt.use_fp16_packed && src.elempack % 4 == 0))
  2627. {
  2628. Mat src_fp16;
  2629. cast_float32_to_float16(src, src_fp16, opt);
  2630. record_upload(src_fp16, dst, opt, flatten);
  2631. return;
  2632. }
  2633. }
  2634. Mat src_flattened = flatten ? src.reshape(src.w * src.h * src.c) : src;
  2635. // create dst
  2636. dst.create_like(src_flattened, opt.blob_vkallocator);
  2637. if (dst.empty())
  2638. {
  2639. return;
  2640. }
  2641. if (dst.allocator->mappable)
  2642. {
  2643. // memcpy src_flattened to device
  2644. memcpy(dst.mapped_ptr(), src_flattened.data, src_flattened.total() * src_flattened.elemsize);
  2645. dst.allocator->flush(dst.data);
  2646. // barrier device host-write @ null to shader-read @ compute
  2647. {
  2648. VkBufferMemoryBarrier barrier;
  2649. barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2650. barrier.pNext = 0;
  2651. barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
  2652. barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  2653. barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2654. barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2655. barrier.buffer = dst.buffer();
  2656. barrier.offset = dst.buffer_offset();
  2657. barrier.size = dst.buffer_capacity();
  2658. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_HOST_BIT;
  2659. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2660. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, &barrier, 0, 0);
  2661. }
  2662. // mark device shader-readwrite @ compute
  2663. dst.data->access_flags = VK_ACCESS_SHADER_READ_BIT;
  2664. dst.data->stage_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2665. return;
  2666. }
  2667. // create staging
  2668. VkMat dst_staging;
  2669. dst_staging.create_like(src_flattened, opt.staging_vkallocator);
  2670. // memcpy src_flattened to staging
  2671. memcpy(dst_staging.mapped_ptr(), src_flattened.data, src_flattened.total() * src_flattened.elemsize);
  2672. dst_staging.allocator->flush(dst_staging.data);
  2673. VkCommandBuffer command_buffer;
  2674. if (vkdev->info.unified_compute_transfer_queue())
  2675. {
  2676. command_buffer = d->compute_command_buffer;
  2677. }
  2678. else
  2679. {
  2680. command_buffer = d->upload_command_buffer;
  2681. }
  2682. // barrier staging host-write @ null to transfer-read @ queue
  2683. {
  2684. VkBufferMemoryBarrier barrier;
  2685. barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2686. barrier.pNext = 0;
  2687. barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
  2688. barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  2689. barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2690. barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2691. barrier.buffer = dst_staging.buffer();
  2692. barrier.offset = dst_staging.buffer_offset();
  2693. barrier.size = dst_staging.buffer_capacity();
  2694. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_HOST_BIT;
  2695. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2696. vkCmdPipelineBarrier(command_buffer, src_stage, dst_stage, 0, 0, 0, 1, &barrier, 0, 0);
  2697. }
  2698. // record staging to device
  2699. {
  2700. VkBufferCopy region;
  2701. region.srcOffset = dst_staging.buffer_offset();
  2702. region.dstOffset = dst.buffer_offset();
  2703. region.size = std::min(dst_staging.buffer_capacity(), dst.buffer_capacity());
  2704. vkCmdCopyBuffer(command_buffer, dst_staging.buffer(), dst.buffer(), 1, &region);
  2705. }
  2706. if (vkdev->info.unified_compute_transfer_queue())
  2707. {
  2708. // barrier device transfer-write @ compute to shader-read @ compute
  2709. {
  2710. VkBufferMemoryBarrier barrier;
  2711. barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2712. barrier.pNext = 0;
  2713. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  2714. barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  2715. barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2716. barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2717. barrier.buffer = dst.buffer();
  2718. barrier.offset = dst.buffer_offset();
  2719. barrier.size = dst.buffer_capacity();
  2720. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2721. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2722. vkCmdPipelineBarrier(command_buffer, src_stage, dst_stage, 0, 0, 0, 1, &barrier, 0, 0);
  2723. }
  2724. }
  2725. else
  2726. {
  2727. // queue ownership transfer transfer-write @ transfer to shader-read @ compute
  2728. // release
  2729. {
  2730. VkBufferMemoryBarrier barrier;
  2731. barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2732. barrier.pNext = 0;
  2733. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  2734. barrier.dstAccessMask = 0;
  2735. barrier.srcQueueFamilyIndex = vkdev->info.transfer_queue_family_index();
  2736. barrier.dstQueueFamilyIndex = vkdev->info.compute_queue_family_index();
  2737. barrier.buffer = dst.buffer();
  2738. barrier.offset = dst.buffer_offset();
  2739. barrier.size = dst.buffer_capacity();
  2740. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2741. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
  2742. vkCmdPipelineBarrier(d->upload_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, &barrier, 0, 0);
  2743. }
  2744. // acquire
  2745. {
  2746. VkBufferMemoryBarrier barrier;
  2747. barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2748. barrier.pNext = 0;
  2749. barrier.srcAccessMask = 0;
  2750. barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  2751. barrier.srcQueueFamilyIndex = vkdev->info.transfer_queue_family_index();
  2752. barrier.dstQueueFamilyIndex = vkdev->info.compute_queue_family_index();
  2753. barrier.buffer = dst.buffer();
  2754. barrier.offset = dst.buffer_offset();
  2755. barrier.size = dst.buffer_capacity();
  2756. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  2757. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2758. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 1, &barrier, 0, 0);
  2759. }
  2760. }
  2761. // mark device shader-readwrite @ compute
  2762. dst.data->access_flags = VK_ACCESS_SHADER_READ_BIT;
  2763. dst.data->stage_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2764. // stash staging
  2765. d->upload_staging_buffers.push_back(dst_staging);
  2766. }
  2767. void VkTransfer::record_upload(const Mat& src, VkImageMat& dst, const Option& opt)
  2768. {
  2769. // NCNN_LOGE("record_upload image src = %d | %d %d %d @ %d", src.dims, src.w, src.h, src.c, src.elempack);
  2770. // NOTE keep the hack here ?
  2771. if (src.elembits() == 32)
  2772. {
  2773. if (opt.use_fp16_storage || (opt.use_fp16_packed && src.elempack % 4 == 0))
  2774. {
  2775. Mat src_fp16;
  2776. cast_float32_to_float16(src, src_fp16, opt);
  2777. record_upload(src_fp16, dst, opt);
  2778. return;
  2779. }
  2780. }
  2781. // create dst
  2782. dst.create_like(src, opt.blob_vkallocator);
  2783. if (dst.empty())
  2784. return;
  2785. // create staging
  2786. VkMat dst_staging;
  2787. dst_staging.create_like(src, opt.staging_vkallocator);
  2788. // memcpy src to staging
  2789. memcpy(dst_staging.mapped_ptr(), src.data, src.total() * src.elemsize);
  2790. dst_staging.allocator->flush(dst_staging.data);
  2791. VkCommandBuffer command_buffer;
  2792. if (vkdev->info.unified_compute_transfer_queue())
  2793. {
  2794. command_buffer = d->compute_command_buffer;
  2795. }
  2796. else
  2797. {
  2798. command_buffer = d->upload_command_buffer;
  2799. }
  2800. // barrier staging host-write @ null to transfer-read @ queue
  2801. {
  2802. VkBufferMemoryBarrier barrier;
  2803. barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
  2804. barrier.pNext = 0;
  2805. barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
  2806. barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
  2807. barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2808. barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2809. barrier.buffer = dst_staging.buffer();
  2810. barrier.offset = dst_staging.buffer_offset();
  2811. barrier.size = dst_staging.buffer_capacity();
  2812. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_HOST_BIT;
  2813. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2814. vkCmdPipelineBarrier(command_buffer, src_stage, dst_stage, 0, 0, 0, 1, &barrier, 0, 0);
  2815. }
  2816. // image layout transform undefined @ null to transfer-dst-optimal @ queue
  2817. {
  2818. VkImageMemoryBarrier barrier;
  2819. barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  2820. barrier.pNext = 0;
  2821. barrier.srcAccessMask = 0;
  2822. barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  2823. barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  2824. barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  2825. barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2826. barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2827. barrier.image = dst.image();
  2828. barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2829. barrier.subresourceRange.baseMipLevel = 0;
  2830. barrier.subresourceRange.levelCount = 1;
  2831. barrier.subresourceRange.baseArrayLayer = 0;
  2832. barrier.subresourceRange.layerCount = 1;
  2833. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  2834. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2835. vkCmdPipelineBarrier(command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, &barrier);
  2836. }
  2837. // record staging to image
  2838. {
  2839. const int channels = dst.c;
  2840. VkBufferImageCopy* regions = new VkBufferImageCopy[channels];
  2841. for (int i = 0; i < channels; i++)
  2842. {
  2843. regions[i].bufferOffset = dst_staging.buffer_offset() + dst_staging.cstep * dst_staging.elemsize * i;
  2844. regions[i].bufferRowLength = 0;
  2845. regions[i].bufferImageHeight = 0;
  2846. regions[i].imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2847. regions[i].imageSubresource.mipLevel = 0;
  2848. regions[i].imageSubresource.baseArrayLayer = 0;
  2849. regions[i].imageSubresource.layerCount = 1;
  2850. regions[i].imageOffset.x = 0;
  2851. regions[i].imageOffset.y = 0;
  2852. regions[i].imageOffset.z = i;
  2853. regions[i].imageExtent.width = dst.data->width;
  2854. regions[i].imageExtent.height = dst.data->height;
  2855. regions[i].imageExtent.depth = 1;
  2856. }
  2857. vkCmdCopyBufferToImage(command_buffer, dst_staging.buffer(), dst.image(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, channels, regions);
  2858. delete[] regions;
  2859. }
  2860. if (vkdev->info.unified_compute_transfer_queue())
  2861. {
  2862. // image layout transform transfer-dst-optimal @ compute to shader-readonly-optimal @ compute
  2863. {
  2864. VkImageMemoryBarrier barrier;
  2865. barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  2866. barrier.pNext = 0;
  2867. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  2868. barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  2869. barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  2870. barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  2871. barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2872. barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
  2873. barrier.image = dst.image();
  2874. barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2875. barrier.subresourceRange.baseMipLevel = 0;
  2876. barrier.subresourceRange.levelCount = 1;
  2877. barrier.subresourceRange.baseArrayLayer = 0;
  2878. barrier.subresourceRange.layerCount = 1;
  2879. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2880. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2881. vkCmdPipelineBarrier(command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, &barrier);
  2882. }
  2883. }
  2884. else
  2885. {
  2886. // queue ownership transfer transfer-write @ transfer to shader-read @ compute
  2887. // release
  2888. {
  2889. VkImageMemoryBarrier barrier;
  2890. barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  2891. barrier.pNext = 0;
  2892. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
  2893. barrier.dstAccessMask = 0;
  2894. barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  2895. barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  2896. barrier.srcQueueFamilyIndex = vkdev->info.transfer_queue_family_index();
  2897. barrier.dstQueueFamilyIndex = vkdev->info.compute_queue_family_index();
  2898. barrier.image = dst.image();
  2899. barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2900. barrier.subresourceRange.baseMipLevel = 0;
  2901. barrier.subresourceRange.levelCount = 1;
  2902. barrier.subresourceRange.baseArrayLayer = 0;
  2903. barrier.subresourceRange.layerCount = 1;
  2904. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TRANSFER_BIT;
  2905. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
  2906. vkCmdPipelineBarrier(d->upload_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, &barrier);
  2907. }
  2908. // acquire
  2909. {
  2910. VkImageMemoryBarrier barrier;
  2911. barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
  2912. barrier.pNext = 0;
  2913. barrier.srcAccessMask = 0;
  2914. barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
  2915. barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
  2916. barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  2917. barrier.srcQueueFamilyIndex = vkdev->info.transfer_queue_family_index();
  2918. barrier.dstQueueFamilyIndex = vkdev->info.compute_queue_family_index();
  2919. barrier.image = dst.image();
  2920. barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
  2921. barrier.subresourceRange.baseMipLevel = 0;
  2922. barrier.subresourceRange.levelCount = 1;
  2923. barrier.subresourceRange.baseArrayLayer = 0;
  2924. barrier.subresourceRange.layerCount = 1;
  2925. VkPipelineStageFlags src_stage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
  2926. VkPipelineStageFlags dst_stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2927. vkCmdPipelineBarrier(d->compute_command_buffer, src_stage, dst_stage, 0, 0, 0, 0, 0, 1, &barrier);
  2928. }
  2929. }
  2930. // mark device shader-readwrite @ compute
  2931. dst.data->access_flags = VK_ACCESS_SHADER_READ_BIT;
  2932. dst.data->image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
  2933. dst.data->stage_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
  2934. // stash staging
  2935. d->upload_staging_buffers.push_back(dst_staging);
  2936. }
  2937. int VkTransfer::submit_and_wait()
  2938. {
  2939. // NCNN_LOGE("submit_and_wait");
  2940. // end command buffer
  2941. {
  2942. d->end_command_buffer();
  2943. }
  2944. VkQueue compute_queue = vkdev->acquire_queue(vkdev->info.compute_queue_family_index());
  2945. if (compute_queue == 0)
  2946. {
  2947. NCNN_LOGE("out of compute queue");
  2948. return -1;
  2949. }
  2950. if (vkdev->info.unified_compute_transfer_queue())
  2951. {
  2952. // submit compute
  2953. {
  2954. VkSubmitInfo submitInfo;
  2955. submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  2956. submitInfo.pNext = 0;
  2957. submitInfo.waitSemaphoreCount = 0;
  2958. submitInfo.pWaitSemaphores = 0;
  2959. submitInfo.pWaitDstStageMask = 0;
  2960. submitInfo.commandBufferCount = 1;
  2961. submitInfo.pCommandBuffers = &d->compute_command_buffer;
  2962. submitInfo.signalSemaphoreCount = 0;
  2963. submitInfo.pSignalSemaphores = 0;
  2964. VkResult ret = vkQueueSubmit(compute_queue, 1, &submitInfo, d->compute_command_fence);
  2965. if (ret != VK_SUCCESS)
  2966. {
  2967. NCNN_LOGE("vkQueueSubmit failed %d", ret);
  2968. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  2969. return -1;
  2970. }
  2971. }
  2972. }
  2973. else
  2974. {
  2975. VkQueue transfer_queue = vkdev->acquire_queue(vkdev->info.transfer_queue_family_index());
  2976. if (transfer_queue == 0)
  2977. {
  2978. NCNN_LOGE("out of transfer queue");
  2979. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  2980. return -1;
  2981. }
  2982. // submit upload compute
  2983. {
  2984. VkSubmitInfo submitInfo;
  2985. submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  2986. submitInfo.pNext = 0;
  2987. submitInfo.waitSemaphoreCount = 0;
  2988. submitInfo.pWaitSemaphores = 0;
  2989. submitInfo.pWaitDstStageMask = 0;
  2990. submitInfo.commandBufferCount = 1;
  2991. submitInfo.pCommandBuffers = &d->upload_command_buffer;
  2992. submitInfo.signalSemaphoreCount = 1;
  2993. submitInfo.pSignalSemaphores = &d->upload_compute_semaphore;
  2994. VkResult ret = vkQueueSubmit(transfer_queue, 1, &submitInfo, d->upload_command_fence);
  2995. if (ret != VK_SUCCESS)
  2996. {
  2997. NCNN_LOGE("vkQueueSubmit failed %d", ret);
  2998. vkdev->reclaim_queue(vkdev->info.transfer_queue_family_index(), transfer_queue);
  2999. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  3000. return -1;
  3001. }
  3002. }
  3003. {
  3004. VkPipelineStageFlags wait_dst_stage = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT; // FIXME
  3005. VkSubmitInfo submitInfo;
  3006. submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  3007. submitInfo.pNext = 0;
  3008. submitInfo.waitSemaphoreCount = 1;
  3009. submitInfo.pWaitSemaphores = &d->upload_compute_semaphore;
  3010. submitInfo.pWaitDstStageMask = &wait_dst_stage;
  3011. submitInfo.commandBufferCount = 1;
  3012. submitInfo.pCommandBuffers = &d->compute_command_buffer;
  3013. submitInfo.signalSemaphoreCount = 0;
  3014. submitInfo.pSignalSemaphores = 0;
  3015. VkResult ret = vkQueueSubmit(compute_queue, 1, &submitInfo, d->compute_command_fence);
  3016. if (ret != VK_SUCCESS)
  3017. {
  3018. NCNN_LOGE("vkQueueSubmit failed %d", ret);
  3019. vkdev->reclaim_queue(vkdev->info.transfer_queue_family_index(), transfer_queue);
  3020. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  3021. return -1;
  3022. }
  3023. }
  3024. vkdev->reclaim_queue(vkdev->info.transfer_queue_family_index(), transfer_queue);
  3025. }
  3026. vkdev->reclaim_queue(vkdev->info.compute_queue_family_index(), compute_queue);
  3027. // wait
  3028. if (vkdev->info.unified_compute_transfer_queue())
  3029. {
  3030. VkResult ret = vkWaitForFences(vkdev->vkdevice(), 1, &d->compute_command_fence, VK_TRUE, (uint64_t)-1);
  3031. if (ret != VK_SUCCESS)
  3032. {
  3033. NCNN_LOGE("vkWaitForFences failed %d", ret);
  3034. return -1;
  3035. }
  3036. }
  3037. else
  3038. {
  3039. VkFence fences[2] = {d->upload_command_fence, d->compute_command_fence};
  3040. VkResult ret = vkWaitForFences(vkdev->vkdevice(), 2, fences, VK_TRUE, (uint64_t)-1);
  3041. if (ret != VK_SUCCESS)
  3042. {
  3043. NCNN_LOGE("vkWaitForFences failed %d", ret);
  3044. return -1;
  3045. }
  3046. }
  3047. return 0;
  3048. }
  3049. } // namespace ncnn
  3050. #endif // NCNN_VULKAN