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gpu.cpp 157 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
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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
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
[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
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
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
[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
5 years ago
5 years ago
5 years ago
5 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
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  1. // Tencent is pleased to support the open source community by making ncnn available.
  2. //
  3. // Copyright (C) 2018 THL A29 Limited, a Tencent company. All rights reserved.
  4. //
  5. // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
  6. // in compliance with the License. You may obtain a copy of the License at
  7. //
  8. // https://opensource.org/licenses/BSD-3-Clause
  9. //
  10. // Unless required by applicable law or agreed to in writing, software distributed
  11. // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
  12. // CONDITIONS OF ANY KIND, either express or implied. See the License for the
  13. // specific language governing permissions and limitations under the License.
  14. #include "gpu.h"
  15. #if NCNN_VULKAN
  16. #include <math.h>
  17. #include <string.h>
  18. #include <vulkan/vulkan.h>
  19. #include "glslang/SPIRV/GlslangToSpv.h"
  20. #include "glslang/glslang/Public/ShaderLang.h"
  21. #include "command.h"
  22. #include "layer.h"
  23. #include "layer/vulkan/packing_vulkan.h"
  24. #include "layer_type.h"
  25. #include "mat.h"
  26. #include "pipelinecache.h"
  27. // There is known issue that vkDestroyDebugUtilsMessengerEXT crash on exit when vulkan validation layer enabled
  28. // upstream fix https://github.com/KhronosGroup/Vulkan-Loader/pull/539
  29. #define ENABLE_VALIDATION_LAYER 0
  30. namespace ncnn {
  31. // global
  32. static Mutex g_instance_lock;
  33. class __ncnn_vulkan_instance_holder
  34. {
  35. public:
  36. __ncnn_vulkan_instance_holder()
  37. {
  38. instance = 0;
  39. #if ENABLE_VALIDATION_LAYER
  40. callback = 0;
  41. #endif
  42. }
  43. ~__ncnn_vulkan_instance_holder()
  44. {
  45. destroy_gpu_instance();
  46. }
  47. operator VkInstance()
  48. {
  49. return instance;
  50. }
  51. VkInstance instance;
  52. #if ENABLE_VALIDATION_LAYER
  53. VkDebugUtilsMessengerEXT callback;
  54. #endif
  55. };
  56. static __ncnn_vulkan_instance_holder g_instance;
  57. static int g_gpu_count = 0;
  58. static int g_default_gpu_index = -1;
  59. // NOTE 8 is large enough i think ...
  60. #define NCNN_MAX_GPU_COUNT 8
  61. static GpuInfo* g_gpu_infos[NCNN_MAX_GPU_COUNT] = {0};
  62. // default vulkan device
  63. static Mutex g_default_vkdev_lock;
  64. static VulkanDevice* g_default_vkdev[NCNN_MAX_GPU_COUNT] = {0};
  65. struct layer_shader_registry_entry
  66. {
  67. const char* comp_data;
  68. int comp_data_size;
  69. };
  70. #include "layer_shader_spv_data.h"
  71. static const layer_shader_registry_entry layer_shader_registry[] = {
  72. #include "layer_shader_registry.h"
  73. };
  74. static const int layer_shader_registry_entry_count = sizeof(layer_shader_registry) / sizeof(layer_shader_registry_entry);
  75. int support_VK_KHR_external_memory_capabilities = 0;
  76. int support_VK_KHR_get_physical_device_properties2 = 0;
  77. int support_VK_KHR_get_surface_capabilities2 = 0;
  78. int support_VK_KHR_surface = 0;
  79. int support_VK_EXT_debug_utils = 0;
  80. #if __ANDROID_API__ >= 26
  81. int support_VK_KHR_android_surface = 0;
  82. #endif // __ANDROID_API__ >= 26
  83. // VK_KHR_external_memory_capabilities
  84. PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR vkGetPhysicalDeviceExternalBufferPropertiesKHR = 0;
  85. // VK_KHR_get_physical_device_properties2
  86. PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR = 0;
  87. PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR = 0;
  88. PFN_vkGetPhysicalDeviceFormatProperties2KHR vkGetPhysicalDeviceFormatProperties2KHR = 0;
  89. PFN_vkGetPhysicalDeviceImageFormatProperties2KHR vkGetPhysicalDeviceImageFormatProperties2KHR = 0;
  90. PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR vkGetPhysicalDeviceQueueFamilyProperties2KHR = 0;
  91. PFN_vkGetPhysicalDeviceMemoryProperties2KHR vkGetPhysicalDeviceMemoryProperties2KHR = 0;
  92. PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR vkGetPhysicalDeviceSparseImageFormatProperties2KHR = 0;
  93. // VK_KHR_get_surface_capabilities2
  94. PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR vkGetPhysicalDeviceSurfaceCapabilities2KHR = 0;
  95. PFN_vkGetPhysicalDeviceSurfaceFormats2KHR vkGetPhysicalDeviceSurfaceFormats2KHR = 0;
  96. // VK_KHR_surface
  97. PFN_vkDestroySurfaceKHR vkDestroySurfaceKHR = 0;
  98. PFN_vkGetPhysicalDeviceSurfaceSupportKHR vkGetPhysicalDeviceSurfaceSupportKHR = 0;
  99. PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR vkGetPhysicalDeviceSurfaceCapabilitiesKHR = 0;
  100. PFN_vkGetPhysicalDeviceSurfaceFormatsKHR vkGetPhysicalDeviceSurfaceFormatsKHR = 0;
  101. PFN_vkGetPhysicalDeviceSurfacePresentModesKHR vkGetPhysicalDeviceSurfacePresentModesKHR = 0;
  102. #if __ANDROID_API__ >= 26
  103. // VK_KHR_android_surface
  104. PFN_vkCreateAndroidSurfaceKHR vkCreateAndroidSurfaceKHR = 0;
  105. #endif // __ANDROID_API__ >= 26
  106. class GpuInfoPrivate
  107. {
  108. public:
  109. // vulkan physical device
  110. VkPhysicalDevice physical_device;
  111. // memory properties
  112. VkPhysicalDeviceMemoryProperties physical_device_memory_properties;
  113. // info
  114. uint32_t api_version;
  115. uint32_t driver_version;
  116. uint32_t vendor_id;
  117. uint32_t device_id;
  118. char device_name[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE];
  119. uint8_t pipeline_cache_uuid[VK_UUID_SIZE];
  120. // 0 = discrete gpu
  121. // 1 = integrated gpu
  122. // 2 = virtual gpu
  123. // 3 = cpu
  124. int type;
  125. // hardware limit
  126. uint32_t max_shared_memory_size;
  127. uint32_t max_workgroup_count_x;
  128. uint32_t max_workgroup_count_y;
  129. uint32_t max_workgroup_count_z;
  130. uint32_t max_workgroup_invocations;
  131. uint32_t max_workgroup_size_x;
  132. uint32_t max_workgroup_size_y;
  133. uint32_t max_workgroup_size_z;
  134. size_t memory_map_alignment;
  135. size_t buffer_offset_alignment;
  136. size_t non_coherent_atom_size;
  137. size_t buffer_image_granularity;
  138. uint32_t max_image_dimension_1d;
  139. uint32_t max_image_dimension_2d;
  140. uint32_t max_image_dimension_3d;
  141. float timestamp_period;
  142. // runtime
  143. uint32_t compute_queue_family_index;
  144. uint32_t graphics_queue_family_index;
  145. uint32_t transfer_queue_family_index;
  146. uint32_t compute_queue_count;
  147. uint32_t graphics_queue_count;
  148. uint32_t transfer_queue_count;
  149. // property
  150. bool unified_compute_transfer_queue;
  151. // subgroup
  152. uint32_t subgroup_size;
  153. bool support_subgroup_basic;
  154. bool support_subgroup_vote;
  155. bool support_subgroup_ballot;
  156. bool support_subgroup_shuffle;
  157. // bug is not feature
  158. bool bug_storage_buffer_no_l1;
  159. bool bug_corrupted_online_pipeline_cache;
  160. // but sometimes bug is a feature
  161. bool bug_implicit_fp16_arithmetic;
  162. // fp16 and int8 feature
  163. bool support_fp16_packed;
  164. bool support_fp16_storage;
  165. bool support_fp16_arithmetic;
  166. bool support_int8_packed;
  167. bool support_int8_storage;
  168. bool support_int8_arithmetic;
  169. // ycbcr conversion feature
  170. bool support_ycbcr_conversion;
  171. bool support_reserved_0;
  172. // extension capability
  173. int support_VK_KHR_8bit_storage;
  174. int support_VK_KHR_16bit_storage;
  175. int support_VK_KHR_bind_memory2;
  176. int support_VK_KHR_create_renderpass2;
  177. int support_VK_KHR_dedicated_allocation;
  178. int support_VK_KHR_descriptor_update_template;
  179. int support_VK_KHR_external_memory;
  180. int support_VK_KHR_get_memory_requirements2;
  181. int support_VK_KHR_maintenance1;
  182. int support_VK_KHR_maintenance2;
  183. int support_VK_KHR_maintenance3;
  184. int support_VK_KHR_multiview;
  185. int support_VK_KHR_push_descriptor;
  186. int support_VK_KHR_sampler_ycbcr_conversion;
  187. int support_VK_KHR_shader_float16_int8;
  188. int support_VK_KHR_shader_float_controls;
  189. int support_VK_KHR_storage_buffer_storage_class;
  190. int support_VK_KHR_swapchain;
  191. int support_VK_EXT_descriptor_indexing;
  192. int support_VK_EXT_memory_budget;
  193. int support_VK_EXT_queue_family_foreign;
  194. #if __ANDROID_API__ >= 26
  195. int support_VK_ANDROID_external_memory_android_hardware_buffer;
  196. #endif // __ANDROID_API__ >= 26
  197. };
  198. GpuInfo::GpuInfo()
  199. : d(new GpuInfoPrivate)
  200. {
  201. }
  202. GpuInfo::~GpuInfo()
  203. {
  204. delete d;
  205. }
  206. GpuInfo::GpuInfo(const GpuInfo&)
  207. : d(0)
  208. {
  209. }
  210. GpuInfo& GpuInfo::operator=(const GpuInfo&)
  211. {
  212. return *this;
  213. }
  214. VkPhysicalDevice GpuInfo::physical_device() const
  215. {
  216. return d->physical_device;
  217. }
  218. const VkPhysicalDeviceMemoryProperties& GpuInfo::physical_device_memory_properties() const
  219. {
  220. return d->physical_device_memory_properties;
  221. }
  222. uint32_t GpuInfo::api_version() const
  223. {
  224. return d->api_version;
  225. }
  226. uint32_t GpuInfo::driver_version() const
  227. {
  228. return d->driver_version;
  229. }
  230. uint32_t GpuInfo::vendor_id() const
  231. {
  232. return d->vendor_id;
  233. }
  234. uint32_t GpuInfo::device_id() const
  235. {
  236. return d->device_id;
  237. }
  238. const char* GpuInfo::device_name() const
  239. {
  240. return d->device_name;
  241. }
  242. uint8_t* GpuInfo::pipeline_cache_uuid() const
  243. {
  244. return d->pipeline_cache_uuid;
  245. }
  246. int GpuInfo::type() const
  247. {
  248. return d->type;
  249. }
  250. uint32_t GpuInfo::max_shared_memory_size() const
  251. {
  252. return d->max_shared_memory_size;
  253. }
  254. uint32_t GpuInfo::max_workgroup_count_x() const
  255. {
  256. return d->max_workgroup_count_x;
  257. }
  258. uint32_t GpuInfo::max_workgroup_count_y() const
  259. {
  260. return d->max_workgroup_count_y;
  261. }
  262. uint32_t GpuInfo::max_workgroup_count_z() const
  263. {
  264. return d->max_workgroup_count_z;
  265. }
  266. uint32_t GpuInfo::max_workgroup_invocations() const
  267. {
  268. return d->max_workgroup_invocations;
  269. }
  270. uint32_t GpuInfo::max_workgroup_size_x() const
  271. {
  272. return d->max_workgroup_size_x;
  273. }
  274. uint32_t GpuInfo::max_workgroup_size_y() const
  275. {
  276. return d->max_workgroup_size_y;
  277. }
  278. uint32_t GpuInfo::max_workgroup_size_z() const
  279. {
  280. return d->max_workgroup_size_z;
  281. }
  282. size_t GpuInfo::memory_map_alignment() const
  283. {
  284. return d->memory_map_alignment;
  285. }
  286. size_t GpuInfo::buffer_offset_alignment() const
  287. {
  288. return d->buffer_offset_alignment;
  289. }
  290. size_t GpuInfo::non_coherent_atom_size() const
  291. {
  292. return d->non_coherent_atom_size;
  293. }
  294. size_t GpuInfo::buffer_image_granularity() const
  295. {
  296. return d->buffer_image_granularity;
  297. }
  298. uint32_t GpuInfo::max_image_dimension_1d() const
  299. {
  300. return d->max_image_dimension_1d;
  301. }
  302. uint32_t GpuInfo::max_image_dimension_2d() const
  303. {
  304. return d->max_image_dimension_2d;
  305. }
  306. uint32_t GpuInfo::max_image_dimension_3d() const
  307. {
  308. return d->max_image_dimension_3d;
  309. }
  310. float GpuInfo::timestamp_period() const
  311. {
  312. return d->timestamp_period;
  313. }
  314. uint32_t GpuInfo::compute_queue_family_index() const
  315. {
  316. return d->compute_queue_family_index;
  317. }
  318. uint32_t GpuInfo::graphics_queue_family_index() const
  319. {
  320. return d->graphics_queue_family_index;
  321. }
  322. uint32_t GpuInfo::transfer_queue_family_index() const
  323. {
  324. return d->transfer_queue_family_index;
  325. }
  326. uint32_t GpuInfo::compute_queue_count() const
  327. {
  328. return d->compute_queue_count;
  329. }
  330. uint32_t GpuInfo::graphics_queue_count() const
  331. {
  332. return d->graphics_queue_count;
  333. }
  334. uint32_t GpuInfo::transfer_queue_count() const
  335. {
  336. return d->transfer_queue_count;
  337. }
  338. bool GpuInfo::unified_compute_transfer_queue() const
  339. {
  340. return d->unified_compute_transfer_queue;
  341. }
  342. uint32_t GpuInfo::subgroup_size() const
  343. {
  344. return d->subgroup_size;
  345. }
  346. bool GpuInfo::support_subgroup_basic() const
  347. {
  348. return d->support_subgroup_basic;
  349. }
  350. bool GpuInfo::support_subgroup_vote() const
  351. {
  352. return d->support_subgroup_vote;
  353. }
  354. bool GpuInfo::support_subgroup_ballot() const
  355. {
  356. return d->support_subgroup_ballot;
  357. }
  358. bool GpuInfo::support_subgroup_shuffle() const
  359. {
  360. return d->support_subgroup_shuffle;
  361. }
  362. bool GpuInfo::bug_storage_buffer_no_l1() const
  363. {
  364. return d->bug_storage_buffer_no_l1;
  365. }
  366. bool GpuInfo::bug_corrupted_online_pipeline_cache() const
  367. {
  368. return d->bug_corrupted_online_pipeline_cache;
  369. }
  370. bool GpuInfo::bug_implicit_fp16_arithmetic() const
  371. {
  372. return d->bug_implicit_fp16_arithmetic;
  373. }
  374. bool GpuInfo::support_fp16_packed() const
  375. {
  376. return d->support_fp16_packed;
  377. }
  378. bool GpuInfo::support_fp16_storage() const
  379. {
  380. return d->support_fp16_storage;
  381. }
  382. bool GpuInfo::support_fp16_arithmetic() const
  383. {
  384. return d->support_fp16_arithmetic;
  385. }
  386. bool GpuInfo::support_int8_packed() const
  387. {
  388. return d->support_int8_packed;
  389. }
  390. bool GpuInfo::support_int8_storage() const
  391. {
  392. return d->support_int8_storage;
  393. }
  394. bool GpuInfo::support_int8_arithmetic() const
  395. {
  396. return d->support_int8_arithmetic;
  397. }
  398. bool GpuInfo::support_ycbcr_conversion() const
  399. {
  400. return d->support_ycbcr_conversion;
  401. }
  402. int GpuInfo::support_VK_KHR_8bit_storage() const
  403. {
  404. return d->support_VK_KHR_8bit_storage;
  405. }
  406. int GpuInfo::support_VK_KHR_16bit_storage() const
  407. {
  408. return d->support_VK_KHR_16bit_storage;
  409. }
  410. int GpuInfo::support_VK_KHR_bind_memory2() const
  411. {
  412. return d->support_VK_KHR_bind_memory2;
  413. }
  414. int GpuInfo::support_VK_KHR_create_renderpass2() const
  415. {
  416. return d->support_VK_KHR_create_renderpass2;
  417. }
  418. int GpuInfo::support_VK_KHR_dedicated_allocation() const
  419. {
  420. return d->support_VK_KHR_dedicated_allocation;
  421. }
  422. int GpuInfo::support_VK_KHR_descriptor_update_template() const
  423. {
  424. return d->support_VK_KHR_descriptor_update_template;
  425. }
  426. int GpuInfo::support_VK_KHR_external_memory() const
  427. {
  428. return d->support_VK_KHR_external_memory;
  429. }
  430. int GpuInfo::support_VK_KHR_get_memory_requirements2() const
  431. {
  432. return d->support_VK_KHR_get_memory_requirements2;
  433. }
  434. int GpuInfo::support_VK_KHR_maintenance1() const
  435. {
  436. return d->support_VK_KHR_maintenance1;
  437. }
  438. int GpuInfo::support_VK_KHR_maintenance2() const
  439. {
  440. return d->support_VK_KHR_maintenance2;
  441. }
  442. int GpuInfo::support_VK_KHR_maintenance3() const
  443. {
  444. return d->support_VK_KHR_maintenance3;
  445. }
  446. int GpuInfo::support_VK_KHR_multiview() const
  447. {
  448. return d->support_VK_KHR_multiview;
  449. }
  450. int GpuInfo::support_VK_KHR_push_descriptor() const
  451. {
  452. return d->support_VK_KHR_push_descriptor;
  453. }
  454. int GpuInfo::support_VK_KHR_sampler_ycbcr_conversion() const
  455. {
  456. return d->support_VK_KHR_sampler_ycbcr_conversion;
  457. }
  458. int GpuInfo::support_VK_KHR_shader_float16_int8() const
  459. {
  460. return d->support_VK_KHR_shader_float16_int8;
  461. }
  462. int GpuInfo::support_VK_KHR_shader_float_controls() const
  463. {
  464. return d->support_VK_KHR_shader_float_controls;
  465. }
  466. int GpuInfo::support_VK_KHR_storage_buffer_storage_class() const
  467. {
  468. return d->support_VK_KHR_storage_buffer_storage_class;
  469. }
  470. int GpuInfo::support_VK_KHR_swapchain() const
  471. {
  472. return d->support_VK_KHR_swapchain;
  473. }
  474. int GpuInfo::support_VK_EXT_descriptor_indexing() const
  475. {
  476. return d->support_VK_EXT_descriptor_indexing;
  477. }
  478. int GpuInfo::support_VK_EXT_memory_budget() const
  479. {
  480. return d->support_VK_EXT_memory_budget;
  481. }
  482. int GpuInfo::support_VK_EXT_queue_family_foreign() const
  483. {
  484. return d->support_VK_EXT_queue_family_foreign;
  485. }
  486. #if __ANDROID_API__ >= 26
  487. int GpuInfo::support_VK_ANDROID_external_memory_android_hardware_buffer() const
  488. {
  489. return d->support_VK_ANDROID_external_memory_android_hardware_buffer;
  490. }
  491. #endif // __ANDROID_API__ >= 26
  492. static int init_instance_extension()
  493. {
  494. if (support_VK_KHR_external_memory_capabilities)
  495. {
  496. vkGetPhysicalDeviceExternalBufferPropertiesKHR = (PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceExternalBufferPropertiesKHR");
  497. }
  498. if (support_VK_KHR_get_physical_device_properties2)
  499. {
  500. vkGetPhysicalDeviceFeatures2KHR = (PFN_vkGetPhysicalDeviceFeatures2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFeatures2KHR");
  501. vkGetPhysicalDeviceProperties2KHR = (PFN_vkGetPhysicalDeviceProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceProperties2KHR");
  502. vkGetPhysicalDeviceFormatProperties2KHR = (PFN_vkGetPhysicalDeviceFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFormatProperties2KHR");
  503. vkGetPhysicalDeviceImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceImageFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceImageFormatProperties2KHR");
  504. vkGetPhysicalDeviceQueueFamilyProperties2KHR = (PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceQueueFamilyProperties2KHR");
  505. vkGetPhysicalDeviceMemoryProperties2KHR = (PFN_vkGetPhysicalDeviceMemoryProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceMemoryProperties2KHR");
  506. vkGetPhysicalDeviceSparseImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSparseImageFormatProperties2KHR");
  507. }
  508. if (support_VK_KHR_get_surface_capabilities2)
  509. {
  510. vkGetPhysicalDeviceSurfaceCapabilities2KHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceCapabilities2KHR");
  511. vkGetPhysicalDeviceSurfaceFormats2KHR = (PFN_vkGetPhysicalDeviceSurfaceFormats2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceFormats2KHR");
  512. }
  513. if (support_VK_KHR_surface)
  514. {
  515. vkDestroySurfaceKHR = (PFN_vkDestroySurfaceKHR)vkGetInstanceProcAddr(g_instance, "vkDestroySurfaceKHR");
  516. vkGetPhysicalDeviceSurfaceSupportKHR = (PFN_vkGetPhysicalDeviceSurfaceSupportKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceSupportKHR");
  517. vkGetPhysicalDeviceSurfaceCapabilitiesKHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR");
  518. vkGetPhysicalDeviceSurfaceFormatsKHR = (PFN_vkGetPhysicalDeviceSurfaceFormatsKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceFormatsKHR");
  519. vkGetPhysicalDeviceSurfacePresentModesKHR = (PFN_vkGetPhysicalDeviceSurfacePresentModesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfacePresentModesKHR");
  520. }
  521. #if __ANDROID_API__ >= 26
  522. if (support_VK_KHR_android_surface)
  523. {
  524. vkCreateAndroidSurfaceKHR = (PFN_vkCreateAndroidSurfaceKHR)vkGetInstanceProcAddr(g_instance, "vkCreateAndroidSurfaceKHR");
  525. }
  526. #endif // __ANDROID_API__ >= 26
  527. return 0;
  528. }
  529. #if ENABLE_VALIDATION_LAYER
  530. static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
  531. VkDebugUtilsMessageSeverityFlagBitsEXT /*messageSeverity*/,
  532. VkDebugUtilsMessageTypeFlagsEXT /*messageType*/,
  533. const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
  534. void* /*pUserData*/)
  535. {
  536. NCNN_LOGE("validation layer: %s", pCallbackData->pMessage);
  537. return VK_FALSE;
  538. }
  539. static VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pCallback)
  540. {
  541. PFN_vkCreateDebugUtilsMessengerEXT func = (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
  542. if (func)
  543. return func(instance, pCreateInfo, pAllocator, pCallback);
  544. return VK_ERROR_EXTENSION_NOT_PRESENT;
  545. }
  546. static void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT callback, const VkAllocationCallbacks* pAllocator)
  547. {
  548. PFN_vkDestroyDebugUtilsMessengerEXT func = (PFN_vkDestroyDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT");
  549. if (func)
  550. func(instance, callback, pAllocator);
  551. }
  552. #endif // ENABLE_VALIDATION_LAYER
  553. static uint32_t find_device_compute_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  554. {
  555. // first try, compute only queue
  556. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  557. {
  558. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  559. if ((queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  560. && !(queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  561. {
  562. return i;
  563. }
  564. }
  565. // second try, any queue with compute and graphics
  566. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  567. {
  568. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  569. if ((queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  570. && (queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  571. {
  572. return i;
  573. }
  574. }
  575. // third try, any queue with compute
  576. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  577. {
  578. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  579. if (queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  580. {
  581. return i;
  582. }
  583. }
  584. // NCNN_LOGE("no compute queue");
  585. return -1;
  586. }
  587. static uint32_t find_device_graphics_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  588. {
  589. // first try, graphics only queue
  590. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  591. {
  592. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  593. if ((queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  594. && !(queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT))
  595. {
  596. return i;
  597. }
  598. }
  599. // second try, any queue with graphics and compute
  600. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  601. {
  602. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  603. if ((queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  604. && (queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT))
  605. {
  606. return i;
  607. }
  608. }
  609. // third try, any queue with graphics
  610. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  611. {
  612. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  613. if (queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  614. {
  615. return i;
  616. }
  617. }
  618. // NCNN_LOGE("no graphics queue");
  619. return -1;
  620. }
  621. static uint32_t find_device_transfer_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  622. {
  623. // first try, transfer only queue
  624. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  625. {
  626. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  627. if ((queueFamilyProperty.queueFlags & VK_QUEUE_TRANSFER_BIT)
  628. && !(queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  629. && !(queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  630. {
  631. return i;
  632. }
  633. }
  634. // second try, any queue with transfer
  635. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  636. {
  637. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  638. if (queueFamilyProperty.queueFlags & VK_QUEUE_TRANSFER_BIT)
  639. {
  640. return i;
  641. }
  642. }
  643. // third try, use compute queue
  644. uint32_t compute_queue_index = find_device_compute_queue(queueFamilyProperties);
  645. if (compute_queue_index != (uint32_t)-1)
  646. {
  647. return compute_queue_index;
  648. }
  649. // fourth try, use graphics queue
  650. uint32_t graphics_queue_index = find_device_graphics_queue(queueFamilyProperties);
  651. if (graphics_queue_index != (uint32_t)-1)
  652. {
  653. return graphics_queue_index;
  654. }
  655. // NCNN_LOGE("no transfer queue");
  656. return -1;
  657. }
  658. static int find_default_vulkan_device_index()
  659. {
  660. // first try, discrete gpu
  661. for (int i = 0; i < g_gpu_count; i++)
  662. {
  663. if (g_gpu_infos[i]->type() == 0)
  664. return i;
  665. }
  666. // second try, integrated gpu
  667. for (int i = 0; i < g_gpu_count; i++)
  668. {
  669. if (g_gpu_infos[i]->type() == 1)
  670. return i;
  671. }
  672. // third try, any probed device
  673. if (g_gpu_count > 0)
  674. return 0;
  675. NCNN_LOGE("no vulkan device");
  676. return -1;
  677. }
  678. int create_gpu_instance()
  679. {
  680. MutexLockGuard lock(g_instance_lock);
  681. if ((VkInstance)g_instance != 0)
  682. return 0;
  683. // NCNN_LOGE("create_gpu_instance");
  684. VkResult ret;
  685. std::vector<const char*> enabledLayers;
  686. #if ENABLE_VALIDATION_LAYER
  687. uint32_t instanceLayerPropertyCount;
  688. ret = vkEnumerateInstanceLayerProperties(&instanceLayerPropertyCount, NULL);
  689. if (ret != VK_SUCCESS)
  690. {
  691. NCNN_LOGE("vkEnumerateInstanceLayerProperties failed %d", ret);
  692. return -1;
  693. }
  694. std::vector<VkLayerProperties> instanceLayerProperties(instanceLayerPropertyCount);
  695. ret = vkEnumerateInstanceLayerProperties(&instanceLayerPropertyCount, instanceLayerProperties.data());
  696. if (ret != VK_SUCCESS)
  697. {
  698. NCNN_LOGE("vkEnumerateInstanceLayerProperties failed %d", ret);
  699. return -1;
  700. }
  701. for (uint32_t i = 0; i < instanceLayerPropertyCount; i++)
  702. {
  703. const VkLayerProperties& lp = instanceLayerProperties[i];
  704. // NCNN_LOGE("instance layer %s = %u", lp.layerName, lp.implementationVersion);
  705. if (strcmp(lp.layerName, "VK_LAYER_LUNARG_standard_validation") == 0)
  706. {
  707. enabledLayers.push_back("VK_LAYER_LUNARG_standard_validation");
  708. }
  709. if (strcmp(lp.layerName, "VK_LAYER_LUNARG_parameter_validation") == 0)
  710. {
  711. enabledLayers.push_back("VK_LAYER_LUNARG_parameter_validation");
  712. }
  713. if (strcmp(lp.layerName, "VK_LAYER_KHRONOS_validation") == 0)
  714. {
  715. enabledLayers.push_back("VK_LAYER_KHRONOS_validation");
  716. }
  717. }
  718. #endif // ENABLE_VALIDATION_LAYER
  719. std::vector<const char*> enabledExtensions;
  720. uint32_t instanceExtensionPropertyCount;
  721. ret = vkEnumerateInstanceExtensionProperties(NULL, &instanceExtensionPropertyCount, NULL);
  722. if (ret != VK_SUCCESS)
  723. {
  724. NCNN_LOGE("vkEnumerateInstanceExtensionProperties failed %d", ret);
  725. return -1;
  726. }
  727. std::vector<VkExtensionProperties> instanceExtensionProperties(instanceExtensionPropertyCount);
  728. ret = vkEnumerateInstanceExtensionProperties(NULL, &instanceExtensionPropertyCount, instanceExtensionProperties.data());
  729. if (ret != VK_SUCCESS)
  730. {
  731. NCNN_LOGE("vkEnumerateInstanceExtensionProperties failed %d", ret);
  732. return -1;
  733. }
  734. support_VK_KHR_get_physical_device_properties2 = 0;
  735. support_VK_KHR_get_surface_capabilities2 = 0;
  736. support_VK_KHR_surface = 0;
  737. support_VK_EXT_debug_utils = 0;
  738. #if __ANDROID_API__ >= 26
  739. support_VK_KHR_android_surface = 0;
  740. #endif // __ANDROID_API__ >= 26
  741. for (uint32_t j = 0; j < instanceExtensionPropertyCount; j++)
  742. {
  743. const VkExtensionProperties& exp = instanceExtensionProperties[j];
  744. // NCNN_LOGE("instance extension %s = %u", exp.extensionName, exp.specVersion);
  745. if (strcmp(exp.extensionName, "VK_KHR_external_memory_capabilities") == 0)
  746. support_VK_KHR_external_memory_capabilities = exp.specVersion;
  747. else if (strcmp(exp.extensionName, "VK_KHR_get_physical_device_properties2") == 0)
  748. support_VK_KHR_get_physical_device_properties2 = exp.specVersion;
  749. else if (strcmp(exp.extensionName, "VK_KHR_get_surface_capabilities2") == 0)
  750. support_VK_KHR_get_surface_capabilities2 = exp.specVersion;
  751. else if (strcmp(exp.extensionName, "VK_KHR_surface") == 0)
  752. support_VK_KHR_surface = exp.specVersion;
  753. else if (strcmp(exp.extensionName, "VK_EXT_debug_utils") == 0)
  754. support_VK_EXT_debug_utils = exp.specVersion;
  755. #if __ANDROID_API__ >= 26
  756. else if (strcmp(exp.extensionName, "VK_KHR_android_surface") == 0)
  757. support_VK_KHR_android_surface = exp.specVersion;
  758. #endif // __ANDROID_API__ >= 26
  759. }
  760. if (support_VK_KHR_external_memory_capabilities)
  761. enabledExtensions.push_back("VK_KHR_external_memory_capabilities");
  762. if (support_VK_KHR_get_physical_device_properties2)
  763. enabledExtensions.push_back("VK_KHR_get_physical_device_properties2");
  764. if (support_VK_KHR_get_surface_capabilities2)
  765. enabledExtensions.push_back("VK_KHR_get_surface_capabilities2");
  766. if (support_VK_KHR_surface)
  767. enabledExtensions.push_back("VK_KHR_surface");
  768. #if ENABLE_VALIDATION_LAYER
  769. if (support_VK_EXT_debug_utils)
  770. enabledExtensions.push_back("VK_EXT_debug_utils");
  771. #endif // ENABLE_VALIDATION_LAYER
  772. #if __ANDROID_API__ >= 26
  773. if (support_VK_KHR_android_surface)
  774. enabledExtensions.push_back("VK_KHR_android_surface");
  775. #endif // __ANDROID_API__ >= 26
  776. uint32_t instance_api_version = VK_MAKE_VERSION(1, 0, 0);
  777. typedef VkResult(VKAPI_PTR * PFN_vkEnumerateInstanceVersion)(uint32_t * pApiVersion);
  778. PFN_vkEnumerateInstanceVersion vkEnumerateInstanceVersion = (PFN_vkEnumerateInstanceVersion)vkGetInstanceProcAddr(0, "vkEnumerateInstanceVersion");
  779. if (vkEnumerateInstanceVersion)
  780. {
  781. ret = vkEnumerateInstanceVersion(&instance_api_version);
  782. if (ret != VK_SUCCESS)
  783. {
  784. NCNN_LOGE("vkEnumerateInstanceVersion failed %d", ret);
  785. return -1;
  786. }
  787. }
  788. // NCNN_LOGE("instance apiVersion = %u.%u.%u", VK_VERSION_MAJOR(instance_api_version), VK_VERSION_MINOR(instance_api_version), VK_VERSION_PATCH(instance_api_version));
  789. VkApplicationInfo applicationInfo;
  790. applicationInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
  791. applicationInfo.pNext = 0;
  792. applicationInfo.pApplicationName = "ncnn";
  793. applicationInfo.applicationVersion = 0;
  794. applicationInfo.pEngineName = "ncnn";
  795. applicationInfo.engineVersion = 20201010;
  796. applicationInfo.apiVersion = instance_api_version;
  797. VkInstanceCreateInfo instanceCreateInfo;
  798. instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  799. instanceCreateInfo.pNext = 0;
  800. instanceCreateInfo.flags = 0;
  801. instanceCreateInfo.pApplicationInfo = &applicationInfo;
  802. instanceCreateInfo.enabledLayerCount = enabledLayers.size();
  803. instanceCreateInfo.ppEnabledLayerNames = enabledLayers.data();
  804. instanceCreateInfo.enabledExtensionCount = enabledExtensions.size();
  805. instanceCreateInfo.ppEnabledExtensionNames = enabledExtensions.data();
  806. VkInstance instance = 0;
  807. ret = vkCreateInstance(&instanceCreateInfo, 0, &instance);
  808. if (ret != VK_SUCCESS)
  809. {
  810. NCNN_LOGE("vkCreateInstance failed %d", ret);
  811. return -1;
  812. }
  813. g_instance.instance = instance;
  814. #if ENABLE_VALIDATION_LAYER
  815. if (support_VK_EXT_debug_utils)
  816. {
  817. VkDebugUtilsMessengerCreateInfoEXT createInfo = {};
  818. createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
  819. createInfo.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT;
  820. createInfo.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT;
  821. createInfo.pfnUserCallback = debugCallback;
  822. createInfo.pUserData = 0;
  823. ret = CreateDebugUtilsMessengerEXT(g_instance, &createInfo, NULL, &g_instance.callback);
  824. if (ret != VK_SUCCESS)
  825. {
  826. NCNN_LOGE("CreateDebugUtilsMessengerEXT failed %d", ret);
  827. return -1;
  828. }
  829. }
  830. #endif // ENABLE_VALIDATION_LAYER
  831. init_instance_extension();
  832. uint32_t physicalDeviceCount = 0;
  833. ret = vkEnumeratePhysicalDevices(g_instance, &physicalDeviceCount, 0);
  834. if (ret != VK_SUCCESS)
  835. {
  836. NCNN_LOGE("vkEnumeratePhysicalDevices failed %d", ret);
  837. return -1;
  838. }
  839. if (physicalDeviceCount > NCNN_MAX_GPU_COUNT)
  840. physicalDeviceCount = NCNN_MAX_GPU_COUNT;
  841. std::vector<VkPhysicalDevice> physicalDevices(physicalDeviceCount);
  842. ret = vkEnumeratePhysicalDevices(g_instance, &physicalDeviceCount, physicalDevices.data());
  843. if (ret != VK_SUCCESS)
  844. {
  845. NCNN_LOGE("vkEnumeratePhysicalDevices failed %d", ret);
  846. return -1;
  847. }
  848. // find proper device and queue
  849. int gpu_info_index = 0;
  850. for (uint32_t i = 0; i < physicalDeviceCount; i++)
  851. {
  852. const VkPhysicalDevice& physicalDevice = physicalDevices[i];
  853. delete g_gpu_infos[gpu_info_index];
  854. g_gpu_infos[gpu_info_index] = new GpuInfo;
  855. GpuInfoPrivate& gpu_info = *(g_gpu_infos[gpu_info_index]->d);
  856. // device type
  857. VkPhysicalDeviceProperties physicalDeviceProperties;
  858. vkGetPhysicalDeviceProperties(physicalDevice, &physicalDeviceProperties);
  859. // NCNN_LOGE("[%u] apiVersion = %u.%u.%u", i, VK_VERSION_MAJOR(physicalDeviceProperties.apiVersion),
  860. // VK_VERSION_MINOR(physicalDeviceProperties.apiVersion), VK_VERSION_PATCH(physicalDeviceProperties.apiVersion));
  861. // NCNN_LOGE("[%u] driverVersion = %u.%u.%u", i, VK_VERSION_MAJOR(physicalDeviceProperties.driverVersion),
  862. // VK_VERSION_MINOR(physicalDeviceProperties.driverVersion), VK_VERSION_PATCH(physicalDeviceProperties.driverVersion));
  863. // NCNN_LOGE("[%u] vendorID = %x", i, physicalDeviceProperties.vendorID);
  864. // NCNN_LOGE("[%u] deviceID = %x", i, physicalDeviceProperties.deviceID);
  865. // NCNN_LOGE("[%u] deviceType = %x", i, physicalDeviceProperties.deviceType);
  866. // NCNN_LOGE("[%u] deviceName = %s", i, physicalDeviceProperties.deviceName);
  867. // NCNN_LOGE("[%u] pipelineCacheUUID = %u", i, physicalDeviceProperties.pipelineCacheUUID);
  868. // mali
  869. // t760 = 0x13b5 0x7500001
  870. // t860 = 0x13b5 0x8602000
  871. // t880 = 0x13b5 0x8800020
  872. // g51 = 0x13b5 0x70901010
  873. // g52 = 0x13b5 0x74021000
  874. // g71 = 0x13b5 0x60a00002
  875. // g72 = 0x13b5 0x62210001
  876. // g76 = 0x13b5 0x72110000
  877. // g77 = 0x13b5 0x90800011
  878. // adreno
  879. // 506 = 0x5143 0x5000600
  880. // 510 = 0x5143 0x5010000
  881. // 512 = 0x5143 0x5010200
  882. // 530 = 0x5143 0x5030004
  883. // 540 = 0x5143 0x5040001
  884. // 616 = 0x5143 0x6010600
  885. // 630 = 0x5143 0x6030001
  886. // 640 = 0x5143 0x6040001
  887. // 650 = 0x5143 0x6050002
  888. gpu_info.bug_storage_buffer_no_l1 = false;
  889. gpu_info.bug_corrupted_online_pipeline_cache = false;
  890. gpu_info.bug_implicit_fp16_arithmetic = false;
  891. if (physicalDeviceProperties.vendorID == 0x5143 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 0, 66))
  892. {
  893. // qcom adreno with old buggy driver cannot share created pipeline properly
  894. gpu_info.bug_corrupted_online_pipeline_cache = true;
  895. }
  896. if (physicalDeviceProperties.vendorID == 0x5143 && !(physicalDeviceProperties.deviceID == 0x6040001 || physicalDeviceProperties.deviceID == 0x6050002))
  897. {
  898. // NOTE but qcom855/qcom855plus/qcom865 are known exceptions
  899. // qcom adreno storage buffer without L1 cache
  900. // HACK buffer2image before image-read dependency does not work properly
  901. // even promised with full image memory barrier on old adreno driver
  902. // TODO figure out a proper workaround without hurt speed too much
  903. // gpu_info.bug_storage_buffer_no_l1 = true;
  904. }
  905. if (physicalDeviceProperties.vendorID == 0x13b5
  906. && (physicalDeviceProperties.deviceID == 0x7500001
  907. || physicalDeviceProperties.deviceID == 0x8602000
  908. || physicalDeviceProperties.deviceID == 0x8800020
  909. || physicalDeviceProperties.deviceID == 0x70901010
  910. || physicalDeviceProperties.deviceID == 0x74021000
  911. || physicalDeviceProperties.deviceID == 0x60a00002
  912. || physicalDeviceProperties.deviceID == 0x62210001))
  913. {
  914. // NOTE rk3288/rk3399/t880/g51/g52/g71/g72
  915. // however, g76/g77 has explicit fp16 arithmetic
  916. // arm mali driver accept spirv with fp16 arithmetic
  917. gpu_info.bug_implicit_fp16_arithmetic = true;
  918. }
  919. if (physicalDeviceProperties.vendorID == 0x5143
  920. && (physicalDeviceProperties.deviceID == 0x6030001
  921. || physicalDeviceProperties.deviceID == 0x6040001
  922. || physicalDeviceProperties.deviceID == 0x6050002))
  923. {
  924. // TODO enable devices other than qcom845/qcom855/qcom855plus/qcom865
  925. // qcom adreno driver accept spirv with fp16 arithmetic
  926. gpu_info.bug_implicit_fp16_arithmetic = true;
  927. }
  928. gpu_info.physical_device = physicalDevice;
  929. // info
  930. gpu_info.api_version = physicalDeviceProperties.apiVersion;
  931. gpu_info.driver_version = physicalDeviceProperties.driverVersion;
  932. gpu_info.vendor_id = physicalDeviceProperties.vendorID;
  933. gpu_info.device_id = physicalDeviceProperties.deviceID;
  934. memcpy(gpu_info.device_name, physicalDeviceProperties.deviceName, VK_MAX_PHYSICAL_DEVICE_NAME_SIZE);
  935. memcpy(gpu_info.pipeline_cache_uuid, physicalDeviceProperties.pipelineCacheUUID, VK_UUID_SIZE);
  936. if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  937. gpu_info.type = 0;
  938. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU)
  939. gpu_info.type = 1;
  940. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU)
  941. gpu_info.type = 2;
  942. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_CPU)
  943. gpu_info.type = 3;
  944. else
  945. gpu_info.type = -1;
  946. // device capability
  947. gpu_info.max_shared_memory_size = physicalDeviceProperties.limits.maxComputeSharedMemorySize;
  948. gpu_info.max_workgroup_count_x = physicalDeviceProperties.limits.maxComputeWorkGroupCount[0];
  949. gpu_info.max_workgroup_count_y = physicalDeviceProperties.limits.maxComputeWorkGroupCount[1];
  950. gpu_info.max_workgroup_count_z = physicalDeviceProperties.limits.maxComputeWorkGroupCount[2];
  951. gpu_info.max_workgroup_invocations = physicalDeviceProperties.limits.maxComputeWorkGroupInvocations;
  952. gpu_info.max_workgroup_size_x = physicalDeviceProperties.limits.maxComputeWorkGroupSize[0];
  953. gpu_info.max_workgroup_size_y = physicalDeviceProperties.limits.maxComputeWorkGroupSize[1];
  954. gpu_info.max_workgroup_size_z = physicalDeviceProperties.limits.maxComputeWorkGroupSize[2];
  955. gpu_info.memory_map_alignment = physicalDeviceProperties.limits.minMemoryMapAlignment;
  956. gpu_info.buffer_offset_alignment = physicalDeviceProperties.limits.minStorageBufferOffsetAlignment;
  957. gpu_info.non_coherent_atom_size = physicalDeviceProperties.limits.nonCoherentAtomSize;
  958. gpu_info.buffer_image_granularity = physicalDeviceProperties.limits.bufferImageGranularity;
  959. gpu_info.max_image_dimension_1d = physicalDeviceProperties.limits.maxImageDimension1D;
  960. gpu_info.max_image_dimension_2d = physicalDeviceProperties.limits.maxImageDimension2D;
  961. gpu_info.max_image_dimension_3d = physicalDeviceProperties.limits.maxImageDimension3D;
  962. gpu_info.timestamp_period = physicalDeviceProperties.limits.timestampPeriod;
  963. // NCNN_LOGE("[%u] max_shared_memory_size = %u", i, gpu_info.max_shared_memory_size);
  964. // NCNN_LOGE("[%u] max_workgroup_count = %u %u %u", i, gpu_info.max_workgroup_count[0], gpu_info.max_workgroup_count[1], gpu_info.max_workgroup_count[2]);
  965. // NCNN_LOGE("[%u] max_workgroup_invocations = %u", i, gpu_info.max_workgroup_invocations);
  966. // NCNN_LOGE("[%u] max_workgroup_size = %u %u %u", i, gpu_info.max_workgroup_size[0], gpu_info.max_workgroup_size[1], gpu_info.max_workgroup_size[2]);
  967. // NCNN_LOGE("[%u] memory_map_alignment = %lu", i, gpu_info.memory_map_alignment);
  968. // NCNN_LOGE("[%u] buffer_offset_alignment = %lu", i, gpu_info.buffer_offset_alignment);
  969. // find compute queue
  970. uint32_t queueFamilyPropertiesCount;
  971. vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, 0);
  972. std::vector<VkQueueFamilyProperties> queueFamilyProperties(queueFamilyPropertiesCount);
  973. vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, queueFamilyProperties.data());
  974. gpu_info.compute_queue_family_index = find_device_compute_queue(queueFamilyProperties);
  975. gpu_info.graphics_queue_family_index = find_device_graphics_queue(queueFamilyProperties);
  976. gpu_info.transfer_queue_family_index = find_device_transfer_queue(queueFamilyProperties);
  977. gpu_info.compute_queue_count = queueFamilyProperties[gpu_info.compute_queue_family_index].queueCount;
  978. gpu_info.graphics_queue_count = queueFamilyProperties[gpu_info.graphics_queue_family_index].queueCount;
  979. gpu_info.transfer_queue_count = queueFamilyProperties[gpu_info.transfer_queue_family_index].queueCount;
  980. gpu_info.unified_compute_transfer_queue = gpu_info.compute_queue_family_index == gpu_info.transfer_queue_family_index;
  981. // additional device properties
  982. gpu_info.subgroup_size = 64;
  983. gpu_info.support_subgroup_basic = false;
  984. gpu_info.support_subgroup_vote = false;
  985. gpu_info.support_subgroup_ballot = false;
  986. gpu_info.support_subgroup_shuffle = false;
  987. if (support_VK_KHR_get_physical_device_properties2)
  988. {
  989. void* queryDeviceProperties = 0;
  990. // query subgroup
  991. VkPhysicalDeviceSubgroupProperties physicalDeviceSubgroupProperties;
  992. physicalDeviceSubgroupProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES;
  993. physicalDeviceSubgroupProperties.pNext = queryDeviceProperties;
  994. if (VK_VERSION_MAJOR(instance_api_version) >= 1 && VK_VERSION_MINOR(instance_api_version) >= 1)
  995. {
  996. queryDeviceProperties = &physicalDeviceSubgroupProperties;
  997. }
  998. VkPhysicalDeviceProperties2KHR queryProperties;
  999. queryProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR;
  1000. queryProperties.pNext = queryDeviceProperties;
  1001. vkGetPhysicalDeviceProperties2KHR(physicalDevice, &queryProperties);
  1002. if (VK_VERSION_MAJOR(instance_api_version) >= 1 && VK_VERSION_MINOR(instance_api_version) >= 1)
  1003. {
  1004. gpu_info.subgroup_size = physicalDeviceSubgroupProperties.subgroupSize;
  1005. if (physicalDeviceSubgroupProperties.supportedStages & VK_SHADER_STAGE_COMPUTE_BIT)
  1006. {
  1007. gpu_info.support_subgroup_basic = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_BASIC_BIT;
  1008. gpu_info.support_subgroup_vote = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_VOTE_BIT;
  1009. gpu_info.support_subgroup_ballot = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_BALLOT_BIT;
  1010. gpu_info.support_subgroup_shuffle = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_SHUFFLE_BIT;
  1011. }
  1012. }
  1013. else
  1014. {
  1015. if (physicalDeviceProperties.vendorID == 0x5143) // qcom adreno prefer very large workgroup :P
  1016. gpu_info.subgroup_size = 128;
  1017. if (physicalDeviceProperties.vendorID == 0x13b5) // arm mali
  1018. gpu_info.subgroup_size = 16;
  1019. if (physicalDeviceProperties.vendorID == 0x1010) // imgtec powervr
  1020. gpu_info.subgroup_size = 32;
  1021. if (physicalDeviceProperties.vendorID == 0x1002) // amd
  1022. gpu_info.subgroup_size = 64;
  1023. if (physicalDeviceProperties.vendorID == 0x10de) // nvidia
  1024. gpu_info.subgroup_size = 32;
  1025. if (physicalDeviceProperties.vendorID == 0x8086) // intel
  1026. gpu_info.subgroup_size = 32;
  1027. }
  1028. }
  1029. // cache memory properties
  1030. vkGetPhysicalDeviceMemoryProperties(physicalDevice, &gpu_info.physical_device_memory_properties);
  1031. // get device extension
  1032. uint32_t deviceExtensionPropertyCount = 0;
  1033. ret = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionPropertyCount, NULL);
  1034. if (ret != VK_SUCCESS)
  1035. {
  1036. NCNN_LOGE("vkEnumerateDeviceExtensionProperties failed %d", ret);
  1037. return -1;
  1038. }
  1039. std::vector<VkExtensionProperties> deviceExtensionProperties(deviceExtensionPropertyCount);
  1040. ret = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionPropertyCount, deviceExtensionProperties.data());
  1041. if (ret != VK_SUCCESS)
  1042. {
  1043. NCNN_LOGE("vkEnumerateDeviceExtensionProperties failed %d", ret);
  1044. return -1;
  1045. }
  1046. // extension capability
  1047. gpu_info.support_VK_KHR_8bit_storage = 0;
  1048. gpu_info.support_VK_KHR_16bit_storage = 0;
  1049. gpu_info.support_VK_KHR_bind_memory2 = 0;
  1050. gpu_info.support_VK_KHR_create_renderpass2 = 0;
  1051. gpu_info.support_VK_KHR_dedicated_allocation = 0;
  1052. gpu_info.support_VK_KHR_descriptor_update_template = 0;
  1053. gpu_info.support_VK_KHR_external_memory = 0;
  1054. gpu_info.support_VK_KHR_get_memory_requirements2 = 0;
  1055. gpu_info.support_VK_KHR_maintenance1 = 0;
  1056. gpu_info.support_VK_KHR_maintenance2 = 0;
  1057. gpu_info.support_VK_KHR_maintenance3 = 0;
  1058. gpu_info.support_VK_KHR_multiview = 0;
  1059. gpu_info.support_VK_KHR_push_descriptor = 0;
  1060. gpu_info.support_VK_KHR_sampler_ycbcr_conversion = 0;
  1061. gpu_info.support_VK_KHR_shader_float16_int8 = 0;
  1062. gpu_info.support_VK_KHR_shader_float_controls = 0;
  1063. gpu_info.support_VK_KHR_storage_buffer_storage_class = 0;
  1064. gpu_info.support_VK_KHR_swapchain = 0;
  1065. gpu_info.support_VK_EXT_descriptor_indexing = 0;
  1066. gpu_info.support_VK_EXT_memory_budget = 0;
  1067. gpu_info.support_VK_EXT_queue_family_foreign = 0;
  1068. #if __ANDROID_API__ >= 26
  1069. gpu_info.support_VK_ANDROID_external_memory_android_hardware_buffer = 0;
  1070. #endif // __ANDROID_API__ >= 26
  1071. for (uint32_t j = 0; j < deviceExtensionPropertyCount; j++)
  1072. {
  1073. const VkExtensionProperties& exp = deviceExtensionProperties[j];
  1074. // NCNN_LOGE("device extension %s = %u", exp.extensionName, exp.specVersion);
  1075. if (strcmp(exp.extensionName, "VK_KHR_8bit_storage") == 0)
  1076. gpu_info.support_VK_KHR_8bit_storage = exp.specVersion;
  1077. else if (strcmp(exp.extensionName, "VK_KHR_16bit_storage") == 0)
  1078. gpu_info.support_VK_KHR_16bit_storage = exp.specVersion;
  1079. else if (strcmp(exp.extensionName, "VK_KHR_bind_memory2") == 0)
  1080. gpu_info.support_VK_KHR_bind_memory2 = exp.specVersion;
  1081. else if (strcmp(exp.extensionName, "VK_KHR_create_renderpass2") == 0)
  1082. gpu_info.support_VK_KHR_create_renderpass2 = exp.specVersion;
  1083. else if (strcmp(exp.extensionName, "VK_KHR_dedicated_allocation") == 0)
  1084. gpu_info.support_VK_KHR_dedicated_allocation = exp.specVersion;
  1085. else if (strcmp(exp.extensionName, "VK_KHR_descriptor_update_template") == 0)
  1086. gpu_info.support_VK_KHR_descriptor_update_template = exp.specVersion;
  1087. else if (strcmp(exp.extensionName, "VK_KHR_external_memory") == 0)
  1088. gpu_info.support_VK_KHR_external_memory = exp.specVersion;
  1089. else if (strcmp(exp.extensionName, "VK_KHR_get_memory_requirements2") == 0)
  1090. gpu_info.support_VK_KHR_get_memory_requirements2 = exp.specVersion;
  1091. else if (strcmp(exp.extensionName, "VK_KHR_maintenance1") == 0)
  1092. gpu_info.support_VK_KHR_maintenance1 = exp.specVersion;
  1093. else if (strcmp(exp.extensionName, "VK_KHR_maintenance2") == 0)
  1094. gpu_info.support_VK_KHR_maintenance2 = exp.specVersion;
  1095. else if (strcmp(exp.extensionName, "VK_KHR_maintenance3") == 0)
  1096. gpu_info.support_VK_KHR_maintenance3 = exp.specVersion;
  1097. else if (strcmp(exp.extensionName, "VK_KHR_multiview") == 0)
  1098. gpu_info.support_VK_KHR_multiview = exp.specVersion;
  1099. else if (strcmp(exp.extensionName, "VK_KHR_push_descriptor") == 0)
  1100. gpu_info.support_VK_KHR_push_descriptor = exp.specVersion;
  1101. else if (strcmp(exp.extensionName, "VK_KHR_sampler_ycbcr_conversion") == 0)
  1102. gpu_info.support_VK_KHR_sampler_ycbcr_conversion = exp.specVersion;
  1103. else if (strcmp(exp.extensionName, "VK_KHR_shader_float16_int8") == 0)
  1104. gpu_info.support_VK_KHR_shader_float16_int8 = exp.specVersion;
  1105. else if (strcmp(exp.extensionName, "VK_KHR_shader_float_controls") == 0)
  1106. gpu_info.support_VK_KHR_shader_float_controls = exp.specVersion;
  1107. else if (strcmp(exp.extensionName, "VK_KHR_storage_buffer_storage_class") == 0)
  1108. gpu_info.support_VK_KHR_storage_buffer_storage_class = exp.specVersion;
  1109. else if (strcmp(exp.extensionName, "VK_KHR_swapchain") == 0)
  1110. gpu_info.support_VK_KHR_swapchain = exp.specVersion;
  1111. else if (strcmp(exp.extensionName, "VK_EXT_descriptor_indexing") == 0)
  1112. gpu_info.support_VK_EXT_descriptor_indexing = exp.specVersion;
  1113. else if (strcmp(exp.extensionName, "VK_EXT_memory_budget") == 0)
  1114. gpu_info.support_VK_EXT_memory_budget = exp.specVersion;
  1115. else if (strcmp(exp.extensionName, "VK_EXT_queue_family_foreign") == 0)
  1116. gpu_info.support_VK_EXT_queue_family_foreign = exp.specVersion;
  1117. #if __ANDROID_API__ >= 26
  1118. else if (strcmp(exp.extensionName, "VK_ANDROID_external_memory_android_hardware_buffer") == 0)
  1119. gpu_info.support_VK_ANDROID_external_memory_android_hardware_buffer = exp.specVersion;
  1120. #endif // __ANDROID_API__ >= 26
  1121. }
  1122. // check features
  1123. gpu_info.support_fp16_packed = true;
  1124. gpu_info.support_fp16_storage = false;
  1125. gpu_info.support_fp16_arithmetic = false;
  1126. gpu_info.support_int8_packed = true;
  1127. gpu_info.support_int8_storage = false;
  1128. gpu_info.support_int8_arithmetic = false;
  1129. gpu_info.support_ycbcr_conversion = false;
  1130. if (support_VK_KHR_get_physical_device_properties2)
  1131. {
  1132. void* queryExtensionFeatures = 0;
  1133. // query int8 storage
  1134. VkPhysicalDevice8BitStorageFeaturesKHR query8BitStorageFeatures;
  1135. query8BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR;
  1136. query8BitStorageFeatures.pNext = 0;
  1137. if (gpu_info.support_VK_KHR_8bit_storage)
  1138. {
  1139. query8BitStorageFeatures.pNext = queryExtensionFeatures;
  1140. queryExtensionFeatures = &query8BitStorageFeatures;
  1141. }
  1142. // query fp16/int16 storage
  1143. VkPhysicalDevice16BitStorageFeaturesKHR query16BitStorageFeatures;
  1144. query16BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
  1145. query16BitStorageFeatures.pNext = 0;
  1146. if (gpu_info.support_VK_KHR_16bit_storage)
  1147. {
  1148. query16BitStorageFeatures.pNext = queryExtensionFeatures;
  1149. queryExtensionFeatures = &query16BitStorageFeatures;
  1150. }
  1151. // query fp16/int8 arithmetic
  1152. VkPhysicalDeviceFloat16Int8FeaturesKHR queryFloat16Int8Features;
  1153. queryFloat16Int8Features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR;
  1154. queryFloat16Int8Features.pNext = 0;
  1155. if (gpu_info.support_VK_KHR_shader_float16_int8)
  1156. {
  1157. queryFloat16Int8Features.pNext = queryExtensionFeatures;
  1158. queryExtensionFeatures = &queryFloat16Int8Features;
  1159. }
  1160. // query ycbcr_conversion
  1161. VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR querySamplerYcbcrConversionFeatures;
  1162. querySamplerYcbcrConversionFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR;
  1163. querySamplerYcbcrConversionFeatures.pNext = 0;
  1164. if (gpu_info.support_VK_KHR_sampler_ycbcr_conversion)
  1165. {
  1166. querySamplerYcbcrConversionFeatures.pNext = queryExtensionFeatures;
  1167. queryExtensionFeatures = &querySamplerYcbcrConversionFeatures;
  1168. }
  1169. VkPhysicalDeviceFeatures2KHR queryFeatures;
  1170. queryFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR;
  1171. queryFeatures.pNext = queryExtensionFeatures;
  1172. vkGetPhysicalDeviceFeatures2KHR(physicalDevice, &queryFeatures);
  1173. if (gpu_info.support_VK_KHR_8bit_storage)
  1174. {
  1175. gpu_info.support_int8_storage = query8BitStorageFeatures.storageBuffer8BitAccess && query8BitStorageFeatures.uniformAndStorageBuffer8BitAccess;
  1176. }
  1177. if (gpu_info.support_VK_KHR_16bit_storage && queryFeatures.features.shaderStorageImageExtendedFormats)
  1178. {
  1179. // shaderStorageImageExtendedFormats enables r16f format in storage image
  1180. gpu_info.support_fp16_storage = query16BitStorageFeatures.storageBuffer16BitAccess && query16BitStorageFeatures.uniformAndStorageBuffer16BitAccess;
  1181. }
  1182. if (gpu_info.support_VK_KHR_shader_float16_int8)
  1183. {
  1184. gpu_info.support_fp16_arithmetic = queryFloat16Int8Features.shaderFloat16;
  1185. gpu_info.support_int8_arithmetic = queryFloat16Int8Features.shaderInt8;
  1186. }
  1187. if (gpu_info.support_VK_KHR_sampler_ycbcr_conversion)
  1188. {
  1189. gpu_info.support_ycbcr_conversion = querySamplerYcbcrConversionFeatures.samplerYcbcrConversion;
  1190. }
  1191. }
  1192. else
  1193. {
  1194. // // TODO
  1195. // VkPhysicalDeviceFeatures features;
  1196. // vkGetPhysicalDeviceFeatures(physicalDevice, &features);
  1197. }
  1198. if (physicalDeviceProperties.vendorID == 0x13b5)
  1199. {
  1200. // the 16bit_storage implementation of arm mali driver is buggy :[
  1201. gpu_info.support_fp16_storage = false;
  1202. }
  1203. if (physicalDeviceProperties.vendorID == 0x10002 && physicalDeviceProperties.deviceID == 0x70006214 && physicalDeviceProperties.apiVersion == VK_MAKE_VERSION(1, 1, 82))
  1204. {
  1205. // the 16bit_storage implementation of vivante gc1700 driver is buggy :[
  1206. gpu_info.support_fp16_storage = false;
  1207. }
  1208. if (gpu_info.bug_implicit_fp16_arithmetic)
  1209. {
  1210. // force capability on as long as the driver accept spirv with fp16 arithmetic :D
  1211. gpu_info.support_fp16_arithmetic = true;
  1212. }
  1213. NCNN_LOGE("[%u %s] queueC=%u[%u] queueG=%u[%u] queueT=%u[%u]", i, physicalDeviceProperties.deviceName,
  1214. gpu_info.compute_queue_family_index, gpu_info.compute_queue_count,
  1215. gpu_info.graphics_queue_family_index, gpu_info.graphics_queue_count,
  1216. gpu_info.transfer_queue_family_index, gpu_info.transfer_queue_count);
  1217. NCNN_LOGE("[%u %s] bugsbn1=%d bugcopc=%d bugihfa=%d", i, physicalDeviceProperties.deviceName,
  1218. gpu_info.bug_storage_buffer_no_l1, gpu_info.bug_corrupted_online_pipeline_cache, gpu_info.bug_implicit_fp16_arithmetic);
  1219. NCNN_LOGE("[%u %s] fp16-p/s/a=%d/%d/%d int8-p/s/a=%d/%d/%d", i, physicalDeviceProperties.deviceName,
  1220. gpu_info.support_fp16_packed, gpu_info.support_fp16_storage, gpu_info.support_fp16_arithmetic,
  1221. gpu_info.support_int8_packed, gpu_info.support_int8_storage, gpu_info.support_int8_arithmetic);
  1222. NCNN_LOGE("[%u %s] subgroup=%u basic=%d vote=%d ballot=%d shuffle=%d", i, physicalDeviceProperties.deviceName,
  1223. gpu_info.subgroup_size, gpu_info.support_subgroup_basic, gpu_info.support_subgroup_vote,
  1224. gpu_info.support_subgroup_ballot, gpu_info.support_subgroup_shuffle);
  1225. gpu_info_index++;
  1226. }
  1227. g_gpu_count = gpu_info_index;
  1228. // the default gpu device
  1229. g_default_gpu_index = find_default_vulkan_device_index();
  1230. glslang::InitializeProcess();
  1231. return 0;
  1232. }
  1233. void destroy_gpu_instance()
  1234. {
  1235. MutexLockGuard lock(g_instance_lock);
  1236. if ((VkInstance)g_instance == 0)
  1237. return;
  1238. // NCNN_LOGE("destroy_gpu_instance");
  1239. glslang::FinalizeProcess();
  1240. for (int i = 0; i < NCNN_MAX_GPU_COUNT; i++)
  1241. {
  1242. delete g_default_vkdev[i];
  1243. g_default_vkdev[i] = 0;
  1244. delete g_gpu_infos[i];
  1245. g_gpu_infos[i] = 0;
  1246. }
  1247. #if ENABLE_VALIDATION_LAYER
  1248. if (support_VK_EXT_debug_utils)
  1249. {
  1250. DestroyDebugUtilsMessengerEXT(g_instance, g_instance.callback, NULL);
  1251. g_instance.callback = 0;
  1252. }
  1253. #endif // ENABLE_VALIDATION_LAYER
  1254. vkDestroyInstance(g_instance, 0);
  1255. g_instance.instance = 0;
  1256. }
  1257. static bool is_gpu_instance_ready()
  1258. {
  1259. MutexLockGuard lock(g_instance_lock);
  1260. return (VkInstance)g_instance != 0;
  1261. }
  1262. static void try_create_gpu_instance()
  1263. {
  1264. if (!is_gpu_instance_ready())
  1265. create_gpu_instance();
  1266. }
  1267. int get_gpu_count()
  1268. {
  1269. try_create_gpu_instance();
  1270. return g_gpu_count;
  1271. }
  1272. int get_default_gpu_index()
  1273. {
  1274. try_create_gpu_instance();
  1275. return g_default_gpu_index;
  1276. }
  1277. const GpuInfo& get_gpu_info(int device_index)
  1278. {
  1279. try_create_gpu_instance();
  1280. return *g_gpu_infos[device_index];
  1281. }
  1282. class VkDummyAllocator : public VkBlobAllocator
  1283. {
  1284. public:
  1285. // NOTE 16k is large enough I think ...
  1286. VkDummyAllocator(const VulkanDevice* _vkdev)
  1287. : VkBlobAllocator(_vkdev, 16 * 1024)
  1288. {
  1289. }
  1290. };
  1291. class VkDummyCompute : public VkCompute
  1292. {
  1293. public:
  1294. VkDummyCompute(const VulkanDevice* _vkdev)
  1295. : VkCompute(_vkdev)
  1296. {
  1297. }
  1298. void record_dummy(const VkMat& buffer)
  1299. {
  1300. barrier_readwrite(buffer);
  1301. }
  1302. void record_dummy(const VkImageMat& image)
  1303. {
  1304. barrier_readwrite(image);
  1305. }
  1306. void record_dummy_readonly(const VkImageMat& image)
  1307. {
  1308. barrier_readonly(image);
  1309. }
  1310. };
  1311. class VulkanDevicePrivate
  1312. {
  1313. public:
  1314. VulkanDevicePrivate(VulkanDevice* _vkdev)
  1315. : vkdev(_vkdev)
  1316. {
  1317. }
  1318. VulkanDevice* const vkdev;
  1319. // dummy buffer and image
  1320. int create_dummy_buffer_image();
  1321. void destroy_dummy_buffer_image();
  1322. // utility operator
  1323. const ncnn::Packing_vulkan* get_utility_operator(int storage_type_from, int storage_type_to, int cast_type_from_index, int cast_type_to_index, int packing_type_to_index) const;
  1324. void destroy_utility_operator();
  1325. VkDevice device;
  1326. // hardware queue
  1327. mutable std::vector<VkQueue> compute_queues;
  1328. mutable std::vector<VkQueue> graphics_queues;
  1329. mutable std::vector<VkQueue> transfer_queues;
  1330. mutable Mutex queue_lock;
  1331. // default blob allocator for each queue
  1332. mutable std::vector<VkAllocator*> blob_allocators;
  1333. mutable Mutex blob_allocator_lock;
  1334. // default staging allocator for each queue
  1335. mutable std::vector<VkAllocator*> staging_allocators;
  1336. mutable Mutex staging_allocator_lock;
  1337. // nearest sampler for texelfetch
  1338. VkSampler texelfetch_sampler;
  1339. // dummy buffer and image
  1340. VkAllocator* dummy_allocator;
  1341. VkMat dummy_buffer;
  1342. VkImageMat dummy_image;
  1343. VkImageMat dummy_image_readonly;
  1344. // device-wide pipeline cache
  1345. PipelineCache* pipeline_cache;
  1346. // utility operator
  1347. // from buffer | image
  1348. // to buffer | image
  1349. // from fp32-b/i | fp16p-b/i | fp16s-b/i
  1350. // to fp32-b/i | fp16p-b/i | fp16s-b/i
  1351. // to pack1 | pack4 | pack8
  1352. mutable ncnn::Packing_vulkan* uop_packing[2][2][3][3][3];
  1353. mutable Mutex uop_lock;
  1354. };
  1355. int VulkanDevicePrivate::create_dummy_buffer_image()
  1356. {
  1357. dummy_allocator = new VkDummyAllocator(vkdev);
  1358. dummy_buffer.create(1, 4u, dummy_allocator);
  1359. dummy_image.create(1, 4u, dummy_allocator);
  1360. dummy_image_readonly.create(1, 4u, dummy_allocator);
  1361. VkDummyCompute cmd(vkdev);
  1362. cmd.record_dummy(dummy_buffer);
  1363. cmd.record_dummy(dummy_image);
  1364. cmd.record_dummy_readonly(dummy_image_readonly);
  1365. cmd.submit_and_wait();
  1366. return 0;
  1367. }
  1368. void VulkanDevicePrivate::destroy_dummy_buffer_image()
  1369. {
  1370. dummy_buffer.release();
  1371. dummy_image.release();
  1372. dummy_image_readonly.release();
  1373. delete dummy_allocator;
  1374. }
  1375. const ncnn::Packing_vulkan* VulkanDevicePrivate::get_utility_operator(int storage_type_from, int storage_type_to, int cast_type_from_index, int cast_type_to_index, int packing_type_to_index) const
  1376. {
  1377. MutexLockGuard lock(uop_lock);
  1378. const ncnn::Packing_vulkan* cached_uop = uop_packing[storage_type_from][storage_type_to][cast_type_from_index][cast_type_to_index][packing_type_to_index];
  1379. if (cached_uop)
  1380. return cached_uop;
  1381. if ((cast_type_from_index == 1 && cast_type_to_index == 2) || (cast_type_from_index == 2 && cast_type_to_index == 1))
  1382. {
  1383. NCNN_LOGE("no fp16p to/from fp16s conversion");
  1384. return 0;
  1385. }
  1386. // create uop
  1387. Option opt;
  1388. opt.use_image_storage = (storage_type_from == 1 || storage_type_to == 1);
  1389. opt.use_fp16_packed = (cast_type_from_index == 1 || cast_type_to_index == 1);
  1390. opt.use_fp16_storage = (cast_type_from_index == 2 || cast_type_to_index == 2);
  1391. if (!vkdev->info.support_fp16_packed() && opt.use_fp16_packed)
  1392. {
  1393. NCNN_LOGE("cannot create uop with use_fp16_packed if not support_fp16_packed");
  1394. return 0;
  1395. }
  1396. if (!vkdev->info.support_fp16_storage() && opt.use_fp16_storage)
  1397. {
  1398. NCNN_LOGE("cannot create uop with use_fp16_storage if not support_fp16_storage");
  1399. return 0;
  1400. }
  1401. // fp16/int8 arithmetic are not necessary for packing
  1402. // and may conflict with storage options
  1403. opt.use_fp16_arithmetic = false;
  1404. opt.use_int8_arithmetic = false;
  1405. // enable pack8 for pack8to1/pack8to4
  1406. opt.use_shader_pack8 = true;
  1407. opt.use_vulkan_compute = true;
  1408. // cache uop pipeline as device member explicitly
  1409. opt.pipeline_cache = 0;
  1410. ncnn::Packing_vulkan* uop = new ncnn::Packing_vulkan;
  1411. uop->vkdev = vkdev;
  1412. ncnn::ParamDict pd;
  1413. pd.set(0, packing_type_to_index == 0 ? 1 : packing_type_to_index == 1 ? 4 : 8); // out_elempack
  1414. pd.set(2, cast_type_from_index + 1); // 0=auto 1=fp32 2=fp16p 3=fp16s
  1415. pd.set(3, cast_type_to_index + 1);
  1416. pd.set(4, storage_type_from); // 0=buffer 1=image
  1417. pd.set(5, storage_type_to);
  1418. uop->load_param(pd);
  1419. uop->create_pipeline(opt);
  1420. uop_packing[storage_type_from][storage_type_to][cast_type_from_index][cast_type_to_index][packing_type_to_index] = uop;
  1421. return uop;
  1422. }
  1423. void VulkanDevicePrivate::destroy_utility_operator()
  1424. {
  1425. Option opt;
  1426. opt.use_vulkan_compute = true;
  1427. opt.use_fp16_arithmetic = false;
  1428. opt.use_int8_arithmetic = false;
  1429. opt.pipeline_cache = 0;
  1430. // from buffer | image
  1431. // to buffer | image
  1432. for (int i0 = 0; i0 < 2; i0++)
  1433. {
  1434. for (int i1 = 0; i1 < 2; i1++)
  1435. {
  1436. opt.use_image_storage = (i0 == 1 || i1 == 1);
  1437. // from fp32-b/i | fp16p-b/i | fp16s-b/i
  1438. // to fp32-b/i | fp16p-b/i | fp16s-b/i
  1439. for (int j0 = 0; j0 < 3; j0++)
  1440. {
  1441. for (int j1 = 0; j1 < 3; j1++)
  1442. {
  1443. if ((j0 == 1 && j1 == 2) || (j0 == 2 && j1 == 1))
  1444. {
  1445. // no fp16p to/from fp16s conversion
  1446. continue;
  1447. }
  1448. opt.use_fp16_packed = (j0 == 1 || j1 == 1);
  1449. opt.use_fp16_storage = (j0 == 2 || j1 == 2);
  1450. if (!vkdev->info.support_fp16_packed() && opt.use_fp16_packed)
  1451. continue;
  1452. if (!vkdev->info.support_fp16_storage() && opt.use_fp16_storage)
  1453. continue;
  1454. // to pack1 | pack4 | pack8
  1455. for (int k = 0; k < 3; k++)
  1456. {
  1457. // enable pack8 for pack8to1/pack8to4
  1458. opt.use_shader_pack8 = true;
  1459. ncnn::Layer* uop = uop_packing[i0][i1][j0][j1][k];
  1460. if (!uop)
  1461. continue;
  1462. uop->destroy_pipeline(opt);
  1463. delete uop;
  1464. uop_packing[i0][i1][j0][j1][k] = 0;
  1465. }
  1466. }
  1467. }
  1468. }
  1469. }
  1470. }
  1471. VulkanDevice::VulkanDevice(int device_index)
  1472. : info(get_gpu_info(device_index)), d(new VulkanDevicePrivate(this))
  1473. {
  1474. try_create_gpu_instance();
  1475. std::vector<const char*> enabledExtensions;
  1476. if (info.support_VK_KHR_8bit_storage())
  1477. enabledExtensions.push_back("VK_KHR_8bit_storage");
  1478. if (info.support_VK_KHR_16bit_storage())
  1479. enabledExtensions.push_back("VK_KHR_16bit_storage");
  1480. if (info.support_VK_KHR_bind_memory2())
  1481. enabledExtensions.push_back("VK_KHR_bind_memory2");
  1482. if (info.support_VK_KHR_create_renderpass2())
  1483. enabledExtensions.push_back("VK_KHR_create_renderpass2");
  1484. if (info.support_VK_KHR_dedicated_allocation())
  1485. enabledExtensions.push_back("VK_KHR_dedicated_allocation");
  1486. if (info.support_VK_KHR_descriptor_update_template())
  1487. enabledExtensions.push_back("VK_KHR_descriptor_update_template");
  1488. if (info.support_VK_KHR_external_memory())
  1489. enabledExtensions.push_back("VK_KHR_external_memory");
  1490. if (info.support_VK_KHR_get_memory_requirements2())
  1491. enabledExtensions.push_back("VK_KHR_get_memory_requirements2");
  1492. if (info.support_VK_KHR_maintenance1())
  1493. enabledExtensions.push_back("VK_KHR_maintenance1");
  1494. if (info.support_VK_KHR_maintenance2())
  1495. enabledExtensions.push_back("VK_KHR_maintenance2");
  1496. if (info.support_VK_KHR_maintenance3())
  1497. enabledExtensions.push_back("VK_KHR_maintenance3");
  1498. if (info.support_VK_KHR_multiview())
  1499. enabledExtensions.push_back("VK_KHR_multiview");
  1500. if (info.support_VK_KHR_push_descriptor())
  1501. enabledExtensions.push_back("VK_KHR_push_descriptor");
  1502. if (info.support_VK_KHR_sampler_ycbcr_conversion())
  1503. enabledExtensions.push_back("VK_KHR_sampler_ycbcr_conversion");
  1504. if (info.support_VK_KHR_shader_float16_int8())
  1505. enabledExtensions.push_back("VK_KHR_shader_float16_int8");
  1506. if (info.support_VK_KHR_shader_float_controls())
  1507. enabledExtensions.push_back("VK_KHR_shader_float_controls");
  1508. if (info.support_VK_KHR_storage_buffer_storage_class())
  1509. enabledExtensions.push_back("VK_KHR_storage_buffer_storage_class");
  1510. if (info.support_VK_KHR_swapchain())
  1511. enabledExtensions.push_back("VK_KHR_swapchain");
  1512. if (info.support_VK_EXT_descriptor_indexing())
  1513. enabledExtensions.push_back("VK_EXT_descriptor_indexing");
  1514. if (info.support_VK_EXT_memory_budget())
  1515. enabledExtensions.push_back("VK_EXT_memory_budget");
  1516. if (info.support_VK_EXT_queue_family_foreign())
  1517. enabledExtensions.push_back("VK_EXT_queue_family_foreign");
  1518. #if __ANDROID_API__ >= 26
  1519. if (info.support_VK_ANDROID_external_memory_android_hardware_buffer())
  1520. enabledExtensions.push_back("VK_ANDROID_external_memory_android_hardware_buffer");
  1521. #endif // __ANDROID_API__ >= 26
  1522. void* enabledExtensionFeatures = 0;
  1523. // enable int8 storage
  1524. VkPhysicalDevice8BitStorageFeaturesKHR enabled8BitStorageFeatures;
  1525. enabled8BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR;
  1526. enabled8BitStorageFeatures.pNext = 0;
  1527. enabled8BitStorageFeatures.storageBuffer8BitAccess = info.support_int8_storage();
  1528. enabled8BitStorageFeatures.uniformAndStorageBuffer8BitAccess = info.support_int8_storage();
  1529. enabled8BitStorageFeatures.storagePushConstant8 = VK_FALSE;
  1530. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_8bit_storage())
  1531. {
  1532. enabled8BitStorageFeatures.pNext = enabledExtensionFeatures;
  1533. enabledExtensionFeatures = &enabled8BitStorageFeatures;
  1534. }
  1535. // enable fp16/int16 storage
  1536. VkPhysicalDevice16BitStorageFeaturesKHR enabled16BitStorageFeatures;
  1537. enabled16BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
  1538. enabled16BitStorageFeatures.pNext = 0;
  1539. enabled16BitStorageFeatures.storageBuffer16BitAccess = info.support_fp16_storage();
  1540. enabled16BitStorageFeatures.uniformAndStorageBuffer16BitAccess = info.support_fp16_storage();
  1541. enabled16BitStorageFeatures.storagePushConstant16 = VK_FALSE;
  1542. enabled16BitStorageFeatures.storageInputOutput16 = VK_FALSE;
  1543. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_16bit_storage())
  1544. {
  1545. enabled16BitStorageFeatures.pNext = enabledExtensionFeatures;
  1546. enabledExtensionFeatures = &enabled16BitStorageFeatures;
  1547. }
  1548. // enable fp16/int8 arithmetic
  1549. VkPhysicalDeviceFloat16Int8FeaturesKHR enabledFloat16Int8Features;
  1550. enabledFloat16Int8Features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR;
  1551. enabledFloat16Int8Features.pNext = 0;
  1552. enabledFloat16Int8Features.shaderFloat16 = info.support_fp16_arithmetic();
  1553. enabledFloat16Int8Features.shaderInt8 = info.support_int8_arithmetic();
  1554. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_shader_float16_int8())
  1555. {
  1556. enabledFloat16Int8Features.pNext = enabledExtensionFeatures;
  1557. enabledExtensionFeatures = &enabledFloat16Int8Features;
  1558. }
  1559. // enable ycbcr conversion
  1560. VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR querySamplerYcbcrConversionFeatures;
  1561. querySamplerYcbcrConversionFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR;
  1562. querySamplerYcbcrConversionFeatures.pNext = 0;
  1563. querySamplerYcbcrConversionFeatures.samplerYcbcrConversion = info.support_ycbcr_conversion();
  1564. if (support_VK_KHR_get_physical_device_properties2 && info.support_ycbcr_conversion())
  1565. {
  1566. querySamplerYcbcrConversionFeatures.pNext = enabledExtensionFeatures;
  1567. enabledExtensionFeatures = &querySamplerYcbcrConversionFeatures;
  1568. }
  1569. std::vector<float> compute_queue_priorities(info.compute_queue_count(), 1.f); // 0.f ~ 1.f
  1570. std::vector<float> graphics_queue_priorities(info.graphics_queue_count(), 1.f); // 0.f ~ 1.f
  1571. std::vector<float> transfer_queue_priorities(info.transfer_queue_count(), 1.f); // 0.f ~ 1.f
  1572. VkDeviceQueueCreateInfo deviceQueueCreateInfos[3];
  1573. VkDeviceQueueCreateInfo deviceComputeQueueCreateInfo;
  1574. deviceComputeQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  1575. deviceComputeQueueCreateInfo.pNext = 0;
  1576. deviceComputeQueueCreateInfo.flags = 0;
  1577. deviceComputeQueueCreateInfo.queueFamilyIndex = info.compute_queue_family_index();
  1578. deviceComputeQueueCreateInfo.queueCount = info.compute_queue_count();
  1579. deviceComputeQueueCreateInfo.pQueuePriorities = compute_queue_priorities.data();
  1580. VkDeviceQueueCreateInfo deviceGraphicsQueueCreateInfo;
  1581. deviceGraphicsQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  1582. deviceGraphicsQueueCreateInfo.pNext = 0;
  1583. deviceGraphicsQueueCreateInfo.flags = 0;
  1584. deviceGraphicsQueueCreateInfo.queueFamilyIndex = info.graphics_queue_family_index();
  1585. deviceGraphicsQueueCreateInfo.queueCount = info.graphics_queue_count();
  1586. deviceGraphicsQueueCreateInfo.pQueuePriorities = graphics_queue_priorities.data();
  1587. VkDeviceQueueCreateInfo deviceTransferQueueCreateInfo;
  1588. deviceTransferQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  1589. deviceTransferQueueCreateInfo.pNext = 0;
  1590. deviceTransferQueueCreateInfo.flags = 0;
  1591. deviceTransferQueueCreateInfo.queueFamilyIndex = info.transfer_queue_family_index();
  1592. deviceTransferQueueCreateInfo.queueCount = info.transfer_queue_count();
  1593. deviceTransferQueueCreateInfo.pQueuePriorities = transfer_queue_priorities.data();
  1594. VkDeviceCreateInfo deviceCreateInfo;
  1595. deviceCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  1596. deviceCreateInfo.pNext = enabledExtensionFeatures;
  1597. deviceCreateInfo.flags = 0;
  1598. if (info.compute_queue_family_index() == info.graphics_queue_family_index() && info.compute_queue_family_index() == info.transfer_queue_family_index())
  1599. {
  1600. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1601. deviceCreateInfo.queueCreateInfoCount = 1;
  1602. }
  1603. else if (info.compute_queue_family_index() == info.graphics_queue_family_index() && info.compute_queue_family_index() != info.transfer_queue_family_index())
  1604. {
  1605. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1606. deviceQueueCreateInfos[1] = deviceTransferQueueCreateInfo;
  1607. deviceCreateInfo.queueCreateInfoCount = 2;
  1608. }
  1609. else if (info.compute_queue_family_index() != info.graphics_queue_family_index() && info.graphics_queue_family_index() == info.transfer_queue_family_index())
  1610. {
  1611. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1612. deviceQueueCreateInfos[1] = deviceGraphicsQueueCreateInfo;
  1613. deviceCreateInfo.queueCreateInfoCount = 2;
  1614. }
  1615. else // if (info.compute_queue_family_index() != info.graphics_queue_family_index() && info.graphics_queue_family_index() != info.transfer_queue_family_index())
  1616. {
  1617. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1618. deviceQueueCreateInfos[1] = deviceGraphicsQueueCreateInfo;
  1619. deviceQueueCreateInfos[2] = deviceTransferQueueCreateInfo;
  1620. deviceCreateInfo.queueCreateInfoCount = 3;
  1621. }
  1622. deviceCreateInfo.pQueueCreateInfos = deviceQueueCreateInfos;
  1623. deviceCreateInfo.enabledLayerCount = 0;
  1624. deviceCreateInfo.ppEnabledLayerNames = 0;
  1625. deviceCreateInfo.enabledExtensionCount = enabledExtensions.size();
  1626. deviceCreateInfo.ppEnabledExtensionNames = enabledExtensions.data();
  1627. deviceCreateInfo.pEnabledFeatures = 0; // VkPhysicalDeviceFeatures pointer
  1628. VkResult ret = vkCreateDevice(info.physical_device(), &deviceCreateInfo, 0, &d->device);
  1629. if (ret != VK_SUCCESS)
  1630. {
  1631. NCNN_LOGE("vkCreateDevice failed %d", ret);
  1632. }
  1633. init_device_extension();
  1634. d->compute_queues.resize(info.compute_queue_count());
  1635. d->blob_allocators.resize(info.compute_queue_count());
  1636. d->staging_allocators.resize(info.compute_queue_count());
  1637. for (uint32_t i = 0; i < info.compute_queue_count(); i++)
  1638. {
  1639. vkGetDeviceQueue(d->device, info.compute_queue_family_index(), i, &d->compute_queues[i]);
  1640. d->blob_allocators[i] = new VkBlobAllocator(this);
  1641. d->staging_allocators[i] = new VkStagingAllocator(this);
  1642. }
  1643. if (info.compute_queue_family_index() != info.graphics_queue_family_index())
  1644. {
  1645. d->graphics_queues.resize(info.graphics_queue_count());
  1646. for (uint32_t i = 0; i < info.graphics_queue_count(); i++)
  1647. {
  1648. vkGetDeviceQueue(d->device, info.graphics_queue_family_index(), i, &d->graphics_queues[i]);
  1649. }
  1650. }
  1651. if (info.compute_queue_family_index() != info.transfer_queue_family_index() && info.graphics_queue_family_index() != info.transfer_queue_family_index())
  1652. {
  1653. d->transfer_queues.resize(info.transfer_queue_count());
  1654. for (uint32_t i = 0; i < info.transfer_queue_count(); i++)
  1655. {
  1656. vkGetDeviceQueue(d->device, info.transfer_queue_family_index(), i, &d->transfer_queues[i]);
  1657. }
  1658. }
  1659. // prepare immutable texelfetch sampler
  1660. {
  1661. VkSamplerCreateInfo samplerCreateInfo;
  1662. samplerCreateInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
  1663. samplerCreateInfo.pNext = 0;
  1664. samplerCreateInfo.flags = 0;
  1665. samplerCreateInfo.magFilter = VK_FILTER_NEAREST;
  1666. samplerCreateInfo.minFilter = VK_FILTER_NEAREST;
  1667. samplerCreateInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
  1668. samplerCreateInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  1669. samplerCreateInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  1670. samplerCreateInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  1671. samplerCreateInfo.mipLodBias = 0.0f;
  1672. samplerCreateInfo.anisotropyEnable = VK_FALSE;
  1673. samplerCreateInfo.maxAnisotropy = 1;
  1674. samplerCreateInfo.compareEnable = VK_FALSE;
  1675. samplerCreateInfo.compareOp = VK_COMPARE_OP_NEVER;
  1676. samplerCreateInfo.minLod = 0.0f;
  1677. samplerCreateInfo.maxLod = 0.0f;
  1678. samplerCreateInfo.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
  1679. samplerCreateInfo.unnormalizedCoordinates = VK_TRUE;
  1680. d->texelfetch_sampler = 0;
  1681. ret = vkCreateSampler(d->device, &samplerCreateInfo, 0, &d->texelfetch_sampler);
  1682. if (ret != VK_SUCCESS)
  1683. {
  1684. NCNN_LOGE("vkCreateSampler failed %d", ret);
  1685. }
  1686. }
  1687. d->create_dummy_buffer_image();
  1688. d->pipeline_cache = new PipelineCache(this);
  1689. memset(d->uop_packing, 0, sizeof(d->uop_packing));
  1690. }
  1691. VulkanDevice::~VulkanDevice()
  1692. {
  1693. d->destroy_utility_operator();
  1694. d->destroy_dummy_buffer_image();
  1695. if (d->texelfetch_sampler)
  1696. {
  1697. vkDestroySampler(d->device, d->texelfetch_sampler, 0);
  1698. }
  1699. for (size_t i = 0; i < d->blob_allocators.size(); i++)
  1700. {
  1701. delete d->blob_allocators[i];
  1702. }
  1703. d->blob_allocators.clear();
  1704. for (size_t i = 0; i < d->staging_allocators.size(); i++)
  1705. {
  1706. delete d->staging_allocators[i];
  1707. }
  1708. d->staging_allocators.clear();
  1709. delete d->pipeline_cache;
  1710. vkDestroyDevice(d->device, 0);
  1711. delete d;
  1712. }
  1713. VulkanDevice::VulkanDevice(const VulkanDevice&)
  1714. : info(get_gpu_info(0)), d(0)
  1715. {
  1716. }
  1717. VulkanDevice& VulkanDevice::operator=(const VulkanDevice&)
  1718. {
  1719. return *this;
  1720. }
  1721. VkDevice VulkanDevice::vkdevice() const
  1722. {
  1723. return d->device;
  1724. }
  1725. VkShaderModule VulkanDevice::compile_shader_module(const uint32_t* spv_data, size_t spv_data_size) const
  1726. {
  1727. VkShaderModuleCreateInfo shaderModuleCreateInfo;
  1728. shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
  1729. shaderModuleCreateInfo.pNext = 0;
  1730. shaderModuleCreateInfo.flags = 0;
  1731. shaderModuleCreateInfo.codeSize = spv_data_size;
  1732. shaderModuleCreateInfo.pCode = spv_data;
  1733. VkShaderModule shader_module;
  1734. VkResult ret = vkCreateShaderModule(d->device, &shaderModuleCreateInfo, 0, &shader_module);
  1735. if (ret != VK_SUCCESS)
  1736. {
  1737. NCNN_LOGE("vkCreateShaderModule failed %d", ret);
  1738. return 0;
  1739. }
  1740. return shader_module;
  1741. }
  1742. static void inject_local_size_xyz(const uint32_t* code, size_t size, uint32_t local_size_x, uint32_t local_size_y, uint32_t local_size_z, uint32_t* dstcode, size_t* dstsize)
  1743. {
  1744. uint32_t local_size_x_id = -1;
  1745. uint32_t local_size_y_id = -1;
  1746. uint32_t local_size_z_id = -1;
  1747. uint32_t gl_WorkGroupSize_id = -1;
  1748. const uint32_t* p = code;
  1749. uint32_t* dp = dstcode;
  1750. // skip magic version generator bound schema
  1751. memcpy(dp, p, 5 * sizeof(uint32_t));
  1752. p += 5;
  1753. dp += 5;
  1754. // foreach op
  1755. while ((const unsigned char*)p < (const unsigned char*)code + size)
  1756. {
  1757. uint32_t opcode = p[0];
  1758. uint16_t wordcount = opcode >> 16;
  1759. uint16_t op = opcode & 0xffff;
  1760. if (op == 16) // OpExecutionMode
  1761. {
  1762. uint32_t mode = p[2];
  1763. if (mode == 17) // LocalSize
  1764. {
  1765. memcpy(dp, p, wordcount * sizeof(uint32_t));
  1766. // set local_size_xyz
  1767. dp[3] = local_size_x;
  1768. dp[4] = local_size_y;
  1769. dp[5] = local_size_z;
  1770. p += wordcount;
  1771. dp += wordcount;
  1772. continue;
  1773. }
  1774. }
  1775. else if (op == 50) // OpSpecConstant
  1776. {
  1777. uint32_t id = p[2];
  1778. if (id == local_size_x_id || id == local_size_y_id || id == local_size_z_id)
  1779. {
  1780. p += wordcount;
  1781. continue;
  1782. }
  1783. }
  1784. else if (op == 51) // OpSpecConstantComposite
  1785. {
  1786. uint32_t id = p[2];
  1787. if (id == gl_WorkGroupSize_id)
  1788. {
  1789. if (wordcount == 6 && (p[3] == local_size_x_id || p[4] == local_size_y_id || p[5] == local_size_z_id))
  1790. {
  1791. p += wordcount;
  1792. continue;
  1793. }
  1794. }
  1795. }
  1796. else if (op == 71) // OpDecorate
  1797. {
  1798. uint32_t id = p[1];
  1799. uint32_t decoration = p[2];
  1800. if (decoration == 1) // SpecId
  1801. {
  1802. uint32_t specid = p[3];
  1803. if (specid == 233) local_size_x_id = id;
  1804. if (specid == 234) local_size_y_id = id;
  1805. if (specid == 235) local_size_z_id = id;
  1806. if (specid == 233 || specid == 234 || specid == 235)
  1807. {
  1808. p += wordcount;
  1809. continue;
  1810. }
  1811. }
  1812. else if (decoration == 11) // BuiltIn
  1813. {
  1814. uint32_t builtin = p[3];
  1815. if (builtin == 25) // WorkgroupSize
  1816. {
  1817. gl_WorkGroupSize_id = id;
  1818. p += wordcount;
  1819. continue;
  1820. }
  1821. }
  1822. }
  1823. memcpy(dp, p, wordcount * sizeof(uint32_t));
  1824. p += wordcount;
  1825. dp += wordcount;
  1826. }
  1827. *dstsize = (unsigned char*)dp - (unsigned char*)dstcode;
  1828. }
  1829. VkShaderModule VulkanDevice::compile_shader_module(const uint32_t* spv_data, size_t spv_data_size, uint32_t local_size_x, uint32_t local_size_y, uint32_t local_size_z) const
  1830. {
  1831. uint32_t* spv_data_modified = (uint32_t*)malloc(spv_data_size);
  1832. size_t spv_data_size_modified = spv_data_size;
  1833. inject_local_size_xyz(spv_data, spv_data_size, local_size_x, local_size_y, local_size_z, spv_data_modified, &spv_data_size_modified);
  1834. VkShaderModule shader_module = compile_shader_module(spv_data_modified, spv_data_size_modified);
  1835. free(spv_data_modified);
  1836. return shader_module;
  1837. }
  1838. int VulkanDevice::create_descriptorset_layout(int binding_count, const int* binding_types, VkDescriptorSetLayout* descriptorset_layout) const
  1839. {
  1840. if (binding_count == 0)
  1841. {
  1842. *descriptorset_layout = 0;
  1843. return 0;
  1844. }
  1845. std::vector<VkDescriptorSetLayoutBinding> descriptorSetLayoutBindings(binding_count);
  1846. for (int i = 0; i < binding_count; i++)
  1847. {
  1848. int binding_type = binding_types[i];
  1849. descriptorSetLayoutBindings[i].binding = i;
  1850. descriptorSetLayoutBindings[i].descriptorCount = 1;
  1851. descriptorSetLayoutBindings[i].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
  1852. if (binding_type == 1)
  1853. {
  1854. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1855. descriptorSetLayoutBindings[i].pImmutableSamplers = 0;
  1856. }
  1857. else if (binding_type == 2)
  1858. {
  1859. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1860. descriptorSetLayoutBindings[i].pImmutableSamplers = 0;
  1861. }
  1862. else // if (binding_type == 3)
  1863. {
  1864. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1865. descriptorSetLayoutBindings[i].pImmutableSamplers = immutable_texelfetch_sampler(); // we always use texelfetch
  1866. }
  1867. }
  1868. VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo;
  1869. descriptorSetLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
  1870. descriptorSetLayoutCreateInfo.pNext = 0;
  1871. descriptorSetLayoutCreateInfo.flags = 0;
  1872. descriptorSetLayoutCreateInfo.bindingCount = binding_count;
  1873. descriptorSetLayoutCreateInfo.pBindings = descriptorSetLayoutBindings.data();
  1874. if (info.support_VK_KHR_push_descriptor())
  1875. {
  1876. descriptorSetLayoutCreateInfo.flags |= VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
  1877. }
  1878. VkResult ret = vkCreateDescriptorSetLayout(d->device, &descriptorSetLayoutCreateInfo, 0, descriptorset_layout);
  1879. if (ret != VK_SUCCESS)
  1880. {
  1881. NCNN_LOGE("vkCreateDescriptorSetLayout failed %d", ret);
  1882. return -1;
  1883. }
  1884. return 0;
  1885. }
  1886. int VulkanDevice::create_pipeline_layout(int push_constant_count, VkDescriptorSetLayout descriptorset_layout, VkPipelineLayout* pipeline_layout) const
  1887. {
  1888. VkPushConstantRange pushConstantRange;
  1889. pushConstantRange.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
  1890. pushConstantRange.offset = 0;
  1891. pushConstantRange.size = sizeof(vk_constant_type) * push_constant_count;
  1892. VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
  1893. pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
  1894. pipelineLayoutCreateInfo.pNext = 0;
  1895. pipelineLayoutCreateInfo.flags = 0;
  1896. if (descriptorset_layout)
  1897. {
  1898. pipelineLayoutCreateInfo.setLayoutCount = 1;
  1899. pipelineLayoutCreateInfo.pSetLayouts = &descriptorset_layout;
  1900. }
  1901. else
  1902. {
  1903. pipelineLayoutCreateInfo.setLayoutCount = 0;
  1904. pipelineLayoutCreateInfo.pSetLayouts = 0;
  1905. }
  1906. if (push_constant_count > 0)
  1907. {
  1908. pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
  1909. pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
  1910. }
  1911. else
  1912. {
  1913. pipelineLayoutCreateInfo.pushConstantRangeCount = 0;
  1914. pipelineLayoutCreateInfo.pPushConstantRanges = 0;
  1915. }
  1916. VkResult ret = vkCreatePipelineLayout(d->device, &pipelineLayoutCreateInfo, 0, pipeline_layout);
  1917. if (ret != VK_SUCCESS)
  1918. {
  1919. NCNN_LOGE("vkCreatePipelineLayout failed %d", ret);
  1920. return -1;
  1921. }
  1922. return 0;
  1923. }
  1924. int VulkanDevice::create_pipeline(VkShaderModule shader_module, VkPipelineLayout pipeline_layout, const std::vector<vk_specialization_type>& specializations, VkPipeline* pipeline) const
  1925. {
  1926. const int specialization_count = specializations.size();
  1927. std::vector<VkSpecializationMapEntry> specializationMapEntries(specialization_count);
  1928. for (int i = 0; i < specialization_count; i++)
  1929. {
  1930. specializationMapEntries[i].constantID = i;
  1931. specializationMapEntries[i].offset = i * sizeof(vk_specialization_type);
  1932. specializationMapEntries[i].size = sizeof(vk_specialization_type);
  1933. }
  1934. VkSpecializationInfo specializationInfo;
  1935. specializationInfo.mapEntryCount = specializationMapEntries.size();
  1936. specializationInfo.pMapEntries = specializationMapEntries.data();
  1937. specializationInfo.dataSize = specializations.size() * sizeof(vk_specialization_type);
  1938. specializationInfo.pData = specializations.data();
  1939. VkPipelineShaderStageCreateInfo pipelineShaderStageCreateInfo;
  1940. pipelineShaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
  1941. pipelineShaderStageCreateInfo.pNext = 0;
  1942. pipelineShaderStageCreateInfo.flags = 0;
  1943. pipelineShaderStageCreateInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
  1944. pipelineShaderStageCreateInfo.module = shader_module;
  1945. pipelineShaderStageCreateInfo.pName = "main";
  1946. pipelineShaderStageCreateInfo.pSpecializationInfo = &specializationInfo;
  1947. VkComputePipelineCreateInfo computePipelineCreateInfo;
  1948. computePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
  1949. computePipelineCreateInfo.pNext = 0;
  1950. computePipelineCreateInfo.flags = 0;
  1951. computePipelineCreateInfo.stage = pipelineShaderStageCreateInfo;
  1952. computePipelineCreateInfo.layout = pipeline_layout;
  1953. computePipelineCreateInfo.basePipelineHandle = 0;
  1954. computePipelineCreateInfo.basePipelineIndex = 0;
  1955. VkResult ret = vkCreateComputePipelines(d->device, 0, 1, &computePipelineCreateInfo, 0, pipeline);
  1956. if (ret != VK_SUCCESS)
  1957. {
  1958. NCNN_LOGE("vkCreateComputePipelines failed %d", ret);
  1959. return -1;
  1960. }
  1961. return 0;
  1962. }
  1963. int VulkanDevice::create_descriptor_update_template(int binding_count, const int* binding_types, VkDescriptorSetLayout descriptorset_layout, VkPipelineLayout pipeline_layout, VkDescriptorUpdateTemplateKHR* descriptor_update_template) const
  1964. {
  1965. if (binding_count == 0)
  1966. {
  1967. *descriptor_update_template = 0;
  1968. return 0;
  1969. }
  1970. std::vector<VkDescriptorUpdateTemplateEntryKHR> descriptorUpdateTemplateEntries(binding_count);
  1971. size_t offset = 0;
  1972. for (int i = 0; i < binding_count; i++) // TODO do not update weights
  1973. {
  1974. int binding_type = binding_types[i];
  1975. descriptorUpdateTemplateEntries[i].dstBinding = i;
  1976. descriptorUpdateTemplateEntries[i].dstArrayElement = 0;
  1977. descriptorUpdateTemplateEntries[i].descriptorCount = 1;
  1978. descriptorUpdateTemplateEntries[i].offset = offset;
  1979. if (binding_type == 1)
  1980. {
  1981. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1982. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorBufferInfo);
  1983. }
  1984. else if (binding_type == 2)
  1985. {
  1986. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1987. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorImageInfo);
  1988. }
  1989. else // if (binding_type == 3)
  1990. {
  1991. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1992. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorImageInfo);
  1993. }
  1994. offset += descriptorUpdateTemplateEntries[i].stride;
  1995. }
  1996. VkDescriptorUpdateTemplateCreateInfoKHR descriptorUpdateTemplateCreateInfo;
  1997. descriptorUpdateTemplateCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO_KHR;
  1998. descriptorUpdateTemplateCreateInfo.pNext = 0;
  1999. descriptorUpdateTemplateCreateInfo.flags = 0;
  2000. descriptorUpdateTemplateCreateInfo.descriptorUpdateEntryCount = binding_count; // TODO do not update weights
  2001. descriptorUpdateTemplateCreateInfo.pDescriptorUpdateEntries = descriptorUpdateTemplateEntries.data();
  2002. if (info.support_VK_KHR_push_descriptor())
  2003. {
  2004. descriptorUpdateTemplateCreateInfo.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR;
  2005. }
  2006. else
  2007. {
  2008. descriptorUpdateTemplateCreateInfo.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET_KHR;
  2009. }
  2010. // descriptorSetLayout should be ignored if VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR
  2011. // FIXME HACK WARNING TODO NOTE but crash on radv if set NULL :(
  2012. descriptorUpdateTemplateCreateInfo.descriptorSetLayout = descriptorset_layout;
  2013. descriptorUpdateTemplateCreateInfo.pipelineBindPoint = VK_PIPELINE_BIND_POINT_COMPUTE;
  2014. descriptorUpdateTemplateCreateInfo.pipelineLayout = pipeline_layout;
  2015. descriptorUpdateTemplateCreateInfo.set = 0;
  2016. VkResult ret = vkCreateDescriptorUpdateTemplateKHR(d->device, &descriptorUpdateTemplateCreateInfo, 0, descriptor_update_template);
  2017. if (ret != VK_SUCCESS)
  2018. {
  2019. NCNN_LOGE("vkCreateDescriptorUpdateTemplateKHR failed %d", ret);
  2020. return -1;
  2021. }
  2022. return 0;
  2023. }
  2024. uint32_t VulkanDevice::find_memory_index(uint32_t memory_type_bits, VkFlags required, VkFlags preferred, VkFlags preferred_not) const
  2025. {
  2026. const VkPhysicalDeviceMemoryProperties& memory_properties = info.physical_device_memory_properties();
  2027. // first try, find required and with preferred and without preferred_not
  2028. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2029. {
  2030. bool is_required = (1 << i) & memory_type_bits;
  2031. if (is_required)
  2032. {
  2033. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2034. if ((memoryType.propertyFlags & required) == required
  2035. && (preferred && (memoryType.propertyFlags & preferred))
  2036. && (preferred_not && !(memoryType.propertyFlags & preferred_not)))
  2037. {
  2038. return i;
  2039. }
  2040. }
  2041. }
  2042. // second try, find required and with preferred
  2043. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2044. {
  2045. bool is_required = (1 << i) & memory_type_bits;
  2046. if (is_required)
  2047. {
  2048. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2049. if ((memoryType.propertyFlags & required) == required
  2050. && (preferred && (memoryType.propertyFlags & preferred)))
  2051. {
  2052. return i;
  2053. }
  2054. }
  2055. }
  2056. // third try, find required and without preferred_not
  2057. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2058. {
  2059. bool is_required = (1 << i) & memory_type_bits;
  2060. if (is_required)
  2061. {
  2062. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2063. if ((memoryType.propertyFlags & required) == required
  2064. && (preferred_not && !(memoryType.propertyFlags & preferred_not)))
  2065. {
  2066. return i;
  2067. }
  2068. }
  2069. }
  2070. // fourth try, find any required
  2071. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2072. {
  2073. bool is_required = (1 << i) & memory_type_bits;
  2074. if (is_required)
  2075. {
  2076. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2077. if ((memoryType.propertyFlags & required) == required)
  2078. {
  2079. return i;
  2080. }
  2081. }
  2082. }
  2083. NCNN_LOGE("no such memory type %u %u %u %u", memory_type_bits, required, preferred, preferred_not);
  2084. return -1;
  2085. }
  2086. bool VulkanDevice::is_mappable(uint32_t memory_type_index) const
  2087. {
  2088. const VkMemoryType& memoryType = info.physical_device_memory_properties().memoryTypes[memory_type_index];
  2089. return memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
  2090. }
  2091. bool VulkanDevice::is_coherent(uint32_t memory_type_index) const
  2092. {
  2093. const VkMemoryType& memoryType = info.physical_device_memory_properties().memoryTypes[memory_type_index];
  2094. return memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
  2095. }
  2096. VkQueue VulkanDevice::acquire_queue(uint32_t queue_family_index) const
  2097. {
  2098. if (queue_family_index != info.compute_queue_family_index()
  2099. && queue_family_index != info.graphics_queue_family_index()
  2100. && queue_family_index != info.transfer_queue_family_index())
  2101. {
  2102. NCNN_LOGE("invalid queue_family_index %u", queue_family_index);
  2103. return 0;
  2104. }
  2105. MutexLockGuard lock(d->queue_lock);
  2106. std::vector<VkQueue>& queues = queue_family_index == info.compute_queue_family_index() ? d->compute_queues
  2107. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queues
  2108. : d->transfer_queues;
  2109. for (int i = 0; i < (int)queues.size(); i++)
  2110. {
  2111. VkQueue queue = queues[i];
  2112. if (queue)
  2113. {
  2114. queues[i] = 0;
  2115. return queue;
  2116. }
  2117. }
  2118. NCNN_LOGE("out of hardware queue %u", queue_family_index);
  2119. return 0;
  2120. }
  2121. void VulkanDevice::reclaim_queue(uint32_t queue_family_index, VkQueue queue) const
  2122. {
  2123. if (queue_family_index != info.compute_queue_family_index()
  2124. && queue_family_index != info.graphics_queue_family_index()
  2125. && queue_family_index != info.transfer_queue_family_index())
  2126. {
  2127. NCNN_LOGE("invalid queue_family_index %u", queue_family_index);
  2128. return;
  2129. }
  2130. MutexLockGuard lock(d->queue_lock);
  2131. std::vector<VkQueue>& queues = queue_family_index == info.compute_queue_family_index() ? d->compute_queues
  2132. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queues
  2133. : d->transfer_queues;
  2134. for (int i = 0; i < (int)queues.size(); i++)
  2135. {
  2136. if (!queues[i])
  2137. {
  2138. queues[i] = queue;
  2139. return;
  2140. }
  2141. }
  2142. NCNN_LOGE("FATAL ERROR! reclaim_queue get wild queue %u %p", queue_family_index, queue);
  2143. }
  2144. VkAllocator* VulkanDevice::acquire_blob_allocator() const
  2145. {
  2146. MutexLockGuard lock(d->blob_allocator_lock);
  2147. for (int i = 0; i < (int)d->blob_allocators.size(); i++)
  2148. {
  2149. VkAllocator* allocator = d->blob_allocators[i];
  2150. if (allocator)
  2151. {
  2152. d->blob_allocators[i] = 0;
  2153. return allocator;
  2154. }
  2155. }
  2156. // pre-allocated allcator exhausted, create new
  2157. VkAllocator* allocator = new VkBlobAllocator(this);
  2158. d->blob_allocators.push_back(allocator);
  2159. d->blob_allocators[d->blob_allocators.size() - 1] = 0;
  2160. return allocator;
  2161. }
  2162. void VulkanDevice::reclaim_blob_allocator(VkAllocator* allocator) const
  2163. {
  2164. MutexLockGuard lock(d->blob_allocator_lock);
  2165. for (int i = 0; i < (int)d->blob_allocators.size(); i++)
  2166. {
  2167. if (!d->blob_allocators[i])
  2168. {
  2169. d->blob_allocators[i] = allocator;
  2170. return;
  2171. }
  2172. }
  2173. NCNN_LOGE("FATAL ERROR! reclaim_blob_allocator get wild allocator %p", allocator);
  2174. }
  2175. VkAllocator* VulkanDevice::acquire_staging_allocator() const
  2176. {
  2177. MutexLockGuard lock(d->staging_allocator_lock);
  2178. for (int i = 0; i < (int)d->staging_allocators.size(); i++)
  2179. {
  2180. VkAllocator* allocator = d->staging_allocators[i];
  2181. if (allocator)
  2182. {
  2183. d->staging_allocators[i] = 0;
  2184. return allocator;
  2185. }
  2186. }
  2187. // pre-allocated allcator exhausted, create new
  2188. VkAllocator* allocator = new VkStagingAllocator(this);
  2189. d->staging_allocators.push_back(allocator);
  2190. d->staging_allocators[d->staging_allocators.size() - 1] = 0;
  2191. return allocator;
  2192. }
  2193. void VulkanDevice::reclaim_staging_allocator(VkAllocator* allocator) const
  2194. {
  2195. MutexLockGuard lock(d->staging_allocator_lock);
  2196. for (int i = 0; i < (int)d->staging_allocators.size(); i++)
  2197. {
  2198. if (!d->staging_allocators[i])
  2199. {
  2200. d->staging_allocators[i] = allocator;
  2201. return;
  2202. }
  2203. }
  2204. NCNN_LOGE("FATAL ERROR! reclaim_staging_allocator get wild allocator %p", allocator);
  2205. }
  2206. const VkSampler* VulkanDevice::immutable_texelfetch_sampler() const
  2207. {
  2208. return &d->texelfetch_sampler;
  2209. }
  2210. VkMat VulkanDevice::get_dummy_buffer() const
  2211. {
  2212. return d->dummy_buffer;
  2213. }
  2214. VkImageMat VulkanDevice::get_dummy_image() const
  2215. {
  2216. return d->dummy_image;
  2217. }
  2218. VkImageMat VulkanDevice::get_dummy_image_readonly() const
  2219. {
  2220. return d->dummy_image_readonly;
  2221. }
  2222. const PipelineCache* VulkanDevice::get_pipeline_cache() const
  2223. {
  2224. return d->pipeline_cache;
  2225. }
  2226. bool VulkanDevice::shape_support_image_storage(const Mat& shape) const
  2227. {
  2228. int dims = shape.dims;
  2229. int width = shape.w;
  2230. int height = shape.h;
  2231. int depth = shape.c;
  2232. int elempack = shape.elempack;
  2233. // large elempack spills on image w
  2234. if (elempack == 8) width *= 2;
  2235. if (elempack == 16) width *= 4;
  2236. if (elempack == 32) width *= 8;
  2237. if (elempack == 64) width *= 16;
  2238. if (dims == 1)
  2239. {
  2240. if (width > (int)info.max_image_dimension_1d())
  2241. {
  2242. return false;
  2243. }
  2244. }
  2245. else if (dims == 2)
  2246. {
  2247. if (width > (int)info.max_image_dimension_2d() || height > (int)info.max_image_dimension_2d())
  2248. {
  2249. return false;
  2250. }
  2251. }
  2252. else // if (dims == 3)
  2253. {
  2254. if (width > (int)info.max_image_dimension_3d() || height > (int)info.max_image_dimension_3d() || depth > (int)info.max_image_dimension_3d())
  2255. {
  2256. return false;
  2257. }
  2258. }
  2259. return true;
  2260. }
  2261. uint32_t VulkanDevice::get_heap_budget() const
  2262. {
  2263. const VkPhysicalDeviceMemoryProperties& memory_properties = info.physical_device_memory_properties();
  2264. // the first device local heap
  2265. uint32_t device_local_heap_index = 0;
  2266. uint32_t device_local_heap_size = 0;
  2267. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2268. {
  2269. const VkMemoryHeap& memoryHeap = memory_properties.memoryHeaps[i];
  2270. if (memoryHeap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT)
  2271. {
  2272. device_local_heap_index = i;
  2273. device_local_heap_size = memoryHeap.size / 1024 / 1024;
  2274. break;
  2275. }
  2276. }
  2277. if (!info.support_VK_EXT_memory_budget())
  2278. {
  2279. // NCNN_LOGE("heap budget from assumption\n");
  2280. // we usually cannot use all heap
  2281. // 70% for 4G+
  2282. // 50% for 4G-
  2283. return device_local_heap_size >= 4000 ? device_local_heap_size * 0.7 : device_local_heap_size * 0.5;
  2284. }
  2285. VkPhysicalDeviceMemoryBudgetPropertiesEXT memoryBudgetProperties;
  2286. memoryBudgetProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_BUDGET_PROPERTIES_EXT;
  2287. memoryBudgetProperties.pNext = 0;
  2288. VkPhysicalDeviceMemoryProperties2KHR memoryProperties;
  2289. memoryProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2_KHR;
  2290. memoryProperties.pNext = &memoryBudgetProperties;
  2291. vkGetPhysicalDeviceMemoryProperties2KHR(info.physical_device(), &memoryProperties);
  2292. return memoryBudgetProperties.heapBudget[device_local_heap_index] / 1024 / 1024;
  2293. }
  2294. void VulkanDevice::convert_packing(const VkMat& src, VkMat& dst, int dst_elempack, VkCompute& cmd, const Option& _opt) const
  2295. {
  2296. // buffer2buffer uop is created with use_image_storage disabled
  2297. Option opt = _opt;
  2298. opt.use_image_storage = false;
  2299. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2300. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2301. int cast_type_from_index;
  2302. if (src.elembits() == 32)
  2303. {
  2304. cast_type_from_index = 0;
  2305. }
  2306. else // if (src.elembits() == 16)
  2307. {
  2308. if (cast_type_to_index != 0)
  2309. {
  2310. cast_type_from_index = cast_type_to_index;
  2311. }
  2312. else if (info.support_fp16_storage())
  2313. {
  2314. cast_type_from_index = 2;
  2315. }
  2316. else // if (info.support_fp16_packed())
  2317. {
  2318. cast_type_from_index = 1;
  2319. }
  2320. }
  2321. // NCNN_LOGE("convert_packing b2b %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2322. const ncnn::Packing_vulkan* uop = d->get_utility_operator(0, 0, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2323. uop->forward(src, dst, cmd, opt);
  2324. }
  2325. void VulkanDevice::convert_packing(const VkImageMat& src, VkImageMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2326. {
  2327. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2328. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2329. int cast_type_from_index;
  2330. if (src.elembits() == 32)
  2331. {
  2332. cast_type_from_index = 0;
  2333. }
  2334. else // if (src.elembits() == 16)
  2335. {
  2336. if (cast_type_to_index != 0)
  2337. {
  2338. cast_type_from_index = cast_type_to_index;
  2339. }
  2340. else if (info.support_fp16_storage())
  2341. {
  2342. cast_type_from_index = 2;
  2343. }
  2344. else // if (info.support_fp16_packed())
  2345. {
  2346. cast_type_from_index = 1;
  2347. }
  2348. }
  2349. // NCNN_LOGE("convert_packing i2i %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2350. const ncnn::Packing_vulkan* uop = d->get_utility_operator(1, 1, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2351. uop->forward(src, dst, cmd, opt);
  2352. }
  2353. void VulkanDevice::convert_packing(const VkMat& src, VkImageMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2354. {
  2355. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2356. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2357. int cast_type_from_index;
  2358. if (src.elembits() == 32)
  2359. {
  2360. cast_type_from_index = 0;
  2361. }
  2362. else // if (src.elembits() == 16)
  2363. {
  2364. if (cast_type_to_index != 0)
  2365. {
  2366. cast_type_from_index = cast_type_to_index;
  2367. }
  2368. else if (info.support_fp16_storage())
  2369. {
  2370. cast_type_from_index = 2;
  2371. }
  2372. else // if (info.support_fp16_packed())
  2373. {
  2374. cast_type_from_index = 1;
  2375. }
  2376. }
  2377. // NCNN_LOGE("convert_packing b2i %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2378. const ncnn::Packing_vulkan* uop = d->get_utility_operator(0, 1, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2379. uop->forward(src, dst, cmd, opt);
  2380. }
  2381. void VulkanDevice::convert_packing(const VkImageMat& src, VkMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2382. {
  2383. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2384. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2385. int cast_type_from_index;
  2386. if (src.elembits() == 32)
  2387. {
  2388. cast_type_from_index = 0;
  2389. }
  2390. else // if (src.elembits() == 16)
  2391. {
  2392. if (cast_type_to_index != 0)
  2393. {
  2394. cast_type_from_index = cast_type_to_index;
  2395. }
  2396. else if (info.support_fp16_storage())
  2397. {
  2398. cast_type_from_index = 2;
  2399. }
  2400. else // if (info.support_fp16_packed())
  2401. {
  2402. cast_type_from_index = 1;
  2403. }
  2404. }
  2405. // NCNN_LOGE("convert_packing i2b %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2406. const ncnn::Packing_vulkan* uop = d->get_utility_operator(1, 0, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2407. uop->forward(src, dst, cmd, opt);
  2408. }
  2409. int VulkanDevice::init_device_extension()
  2410. {
  2411. if (info.support_VK_KHR_bind_memory2())
  2412. {
  2413. vkBindBufferMemory2KHR = (PFN_vkBindBufferMemory2KHR)vkGetDeviceProcAddr(d->device, "vkBindBufferMemory2KHR");
  2414. vkBindImageMemory2KHR = (PFN_vkBindImageMemory2KHR)vkGetDeviceProcAddr(d->device, "vkBindImageMemory2KHR");
  2415. }
  2416. if (info.support_VK_KHR_create_renderpass2())
  2417. {
  2418. vkCmdBeginRenderPass2KHR = (PFN_vkCmdBeginRenderPass2KHR)vkGetDeviceProcAddr(d->device, "vkCmdBeginRenderPass2KHR");
  2419. vkCmdEndRenderPass2KHR = (PFN_vkCmdEndRenderPass2KHR)vkGetDeviceProcAddr(d->device, "vkCmdEndRenderPass2KHR");
  2420. vkCmdNextSubpass2KHR = (PFN_vkCmdNextSubpass2KHR)vkGetDeviceProcAddr(d->device, "vkCmdNextSubpass2KHR");
  2421. vkCreateRenderPass2KHR = (PFN_vkCreateRenderPass2KHR)vkGetDeviceProcAddr(d->device, "vkCreateRenderPass2KHR");
  2422. }
  2423. if (info.support_VK_KHR_descriptor_update_template())
  2424. {
  2425. vkCreateDescriptorUpdateTemplateKHR = (PFN_vkCreateDescriptorUpdateTemplateKHR)vkGetDeviceProcAddr(d->device, "vkCreateDescriptorUpdateTemplateKHR");
  2426. vkDestroyDescriptorUpdateTemplateKHR = (PFN_vkDestroyDescriptorUpdateTemplateKHR)vkGetDeviceProcAddr(d->device, "vkDestroyDescriptorUpdateTemplateKHR");
  2427. vkUpdateDescriptorSetWithTemplateKHR = (PFN_vkUpdateDescriptorSetWithTemplateKHR)vkGetDeviceProcAddr(d->device, "vkUpdateDescriptorSetWithTemplateKHR");
  2428. }
  2429. if (info.support_VK_KHR_get_memory_requirements2())
  2430. {
  2431. vkGetImageMemoryRequirements2KHR = (PFN_vkGetImageMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetImageMemoryRequirements2KHR");
  2432. vkGetBufferMemoryRequirements2KHR = (PFN_vkGetBufferMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetBufferMemoryRequirements2KHR");
  2433. vkGetImageSparseMemoryRequirements2KHR = (PFN_vkGetImageSparseMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetImageSparseMemoryRequirements2KHR");
  2434. }
  2435. if (info.support_VK_KHR_maintenance1())
  2436. {
  2437. vkTrimCommandPoolKHR = (PFN_vkTrimCommandPoolKHR)vkGetDeviceProcAddr(d->device, "vkTrimCommandPoolKHR");
  2438. }
  2439. if (info.support_VK_KHR_maintenance3())
  2440. {
  2441. vkGetDescriptorSetLayoutSupportKHR = (PFN_vkGetDescriptorSetLayoutSupportKHR)vkGetDeviceProcAddr(d->device, "vkGetDescriptorSetLayoutSupportKHR");
  2442. }
  2443. if (info.support_VK_KHR_push_descriptor())
  2444. {
  2445. if (info.support_VK_KHR_descriptor_update_template())
  2446. {
  2447. vkCmdPushDescriptorSetWithTemplateKHR = (PFN_vkCmdPushDescriptorSetWithTemplateKHR)vkGetDeviceProcAddr(d->device, "vkCmdPushDescriptorSetWithTemplateKHR");
  2448. }
  2449. vkCmdPushDescriptorSetKHR = (PFN_vkCmdPushDescriptorSetKHR)vkGetDeviceProcAddr(d->device, "vkCmdPushDescriptorSetKHR");
  2450. }
  2451. if (info.support_VK_KHR_sampler_ycbcr_conversion())
  2452. {
  2453. vkCreateSamplerYcbcrConversionKHR = (PFN_vkCreateSamplerYcbcrConversionKHR)vkGetDeviceProcAddr(d->device, "vkCreateSamplerYcbcrConversionKHR");
  2454. vkDestroySamplerYcbcrConversionKHR = (PFN_vkDestroySamplerYcbcrConversionKHR)vkGetDeviceProcAddr(d->device, "vkDestroySamplerYcbcrConversionKHR");
  2455. }
  2456. if (info.support_VK_KHR_swapchain())
  2457. {
  2458. vkCreateSwapchainKHR = (PFN_vkCreateSwapchainKHR)vkGetDeviceProcAddr(d->device, "vkCreateSwapchainKHR");
  2459. vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR)vkGetDeviceProcAddr(d->device, "vkDestroySwapchainKHR");
  2460. vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR)vkGetDeviceProcAddr(d->device, "vkGetSwapchainImagesKHR");
  2461. vkAcquireNextImageKHR = (PFN_vkAcquireNextImageKHR)vkGetDeviceProcAddr(d->device, "vkAcquireNextImageKHR");
  2462. vkQueuePresentKHR = (PFN_vkQueuePresentKHR)vkGetDeviceProcAddr(d->device, "vkQueuePresentKHR");
  2463. }
  2464. #if __ANDROID_API__ >= 26
  2465. if (info.support_VK_ANDROID_external_memory_android_hardware_buffer())
  2466. {
  2467. vkGetAndroidHardwareBufferPropertiesANDROID = (PFN_vkGetAndroidHardwareBufferPropertiesANDROID)vkGetDeviceProcAddr(d->device, "vkGetAndroidHardwareBufferPropertiesANDROID");
  2468. vkGetMemoryAndroidHardwareBufferANDROID = (PFN_vkGetMemoryAndroidHardwareBufferANDROID)vkGetDeviceProcAddr(d->device, "vkGetMemoryAndroidHardwareBufferANDROID");
  2469. }
  2470. #endif // __ANDROID_API__ >= 26
  2471. return 0;
  2472. }
  2473. VulkanDevice* get_gpu_device(int device_index)
  2474. {
  2475. try_create_gpu_instance();
  2476. if (device_index < 0 || device_index >= g_gpu_count)
  2477. return 0;
  2478. MutexLockGuard lock(g_default_vkdev_lock);
  2479. if (!g_default_vkdev[device_index])
  2480. g_default_vkdev[device_index] = new VulkanDevice(device_index);
  2481. return g_default_vkdev[device_index];
  2482. }
  2483. static TBuiltInResource get_default_TBuiltInResource()
  2484. {
  2485. TBuiltInResource resource;
  2486. resource.maxLights = 32;
  2487. resource.maxClipPlanes = 6;
  2488. resource.maxTextureUnits = 32;
  2489. resource.maxTextureCoords = 32;
  2490. resource.maxVertexAttribs = 64;
  2491. resource.maxVertexUniformComponents = 4096;
  2492. resource.maxVaryingFloats = 64;
  2493. resource.maxVertexTextureImageUnits = 32;
  2494. resource.maxCombinedTextureImageUnits = 80;
  2495. resource.maxTextureImageUnits = 32;
  2496. resource.maxFragmentUniformComponents = 4096;
  2497. resource.maxDrawBuffers = 32;
  2498. resource.maxVertexUniformVectors = 128;
  2499. resource.maxVaryingVectors = 8;
  2500. resource.maxFragmentUniformVectors = 16;
  2501. resource.maxVertexOutputVectors = 16;
  2502. resource.maxFragmentInputVectors = 15;
  2503. resource.minProgramTexelOffset = -8;
  2504. resource.maxProgramTexelOffset = 7;
  2505. resource.maxClipDistances = 8;
  2506. resource.maxComputeWorkGroupCountX = 65535;
  2507. resource.maxComputeWorkGroupCountY = 65535;
  2508. resource.maxComputeWorkGroupCountZ = 65535;
  2509. resource.maxComputeWorkGroupSizeX = 1024;
  2510. resource.maxComputeWorkGroupSizeY = 1024;
  2511. resource.maxComputeWorkGroupSizeZ = 64;
  2512. resource.maxComputeUniformComponents = 1024;
  2513. resource.maxComputeTextureImageUnits = 16;
  2514. resource.maxComputeImageUniforms = 8;
  2515. resource.maxComputeAtomicCounters = 8;
  2516. resource.maxComputeAtomicCounterBuffers = 1;
  2517. resource.maxVaryingComponents = 60;
  2518. resource.maxVertexOutputComponents = 64;
  2519. resource.maxGeometryInputComponents = 64;
  2520. resource.maxGeometryOutputComponents = 128;
  2521. resource.maxFragmentInputComponents = 128;
  2522. resource.maxImageUnits = 8;
  2523. resource.maxCombinedImageUnitsAndFragmentOutputs = 8;
  2524. resource.maxCombinedShaderOutputResources = 8;
  2525. resource.maxImageSamples = 0;
  2526. resource.maxVertexImageUniforms = 0;
  2527. resource.maxTessControlImageUniforms = 0;
  2528. resource.maxTessEvaluationImageUniforms = 0;
  2529. resource.maxGeometryImageUniforms = 0;
  2530. resource.maxFragmentImageUniforms = 8;
  2531. resource.maxCombinedImageUniforms = 8;
  2532. resource.maxGeometryTextureImageUnits = 16;
  2533. resource.maxGeometryOutputVertices = 256;
  2534. resource.maxGeometryTotalOutputComponents = 1024;
  2535. resource.maxGeometryUniformComponents = 1024;
  2536. resource.maxGeometryVaryingComponents = 64;
  2537. resource.maxTessControlInputComponents = 128;
  2538. resource.maxTessControlOutputComponents = 128;
  2539. resource.maxTessControlTextureImageUnits = 16;
  2540. resource.maxTessControlUniformComponents = 1024;
  2541. resource.maxTessControlTotalOutputComponents = 4096;
  2542. resource.maxTessEvaluationInputComponents = 128;
  2543. resource.maxTessEvaluationOutputComponents = 128;
  2544. resource.maxTessEvaluationTextureImageUnits = 16;
  2545. resource.maxTessEvaluationUniformComponents = 1024;
  2546. resource.maxTessPatchComponents = 120;
  2547. resource.maxPatchVertices = 32;
  2548. resource.maxTessGenLevel = 64;
  2549. resource.maxViewports = 16;
  2550. resource.maxVertexAtomicCounters = 0;
  2551. resource.maxTessControlAtomicCounters = 0;
  2552. resource.maxTessEvaluationAtomicCounters = 0;
  2553. resource.maxGeometryAtomicCounters = 0;
  2554. resource.maxFragmentAtomicCounters = 8;
  2555. resource.maxCombinedAtomicCounters = 8;
  2556. resource.maxAtomicCounterBindings = 1;
  2557. resource.maxVertexAtomicCounterBuffers = 0;
  2558. resource.maxTessControlAtomicCounterBuffers = 0;
  2559. resource.maxTessEvaluationAtomicCounterBuffers = 0;
  2560. resource.maxGeometryAtomicCounterBuffers = 0;
  2561. resource.maxFragmentAtomicCounterBuffers = 1;
  2562. resource.maxCombinedAtomicCounterBuffers = 1;
  2563. resource.maxAtomicCounterBufferSize = 16384;
  2564. resource.maxTransformFeedbackBuffers = 4;
  2565. resource.maxTransformFeedbackInterleavedComponents = 64;
  2566. resource.maxCullDistances = 8;
  2567. resource.maxCombinedClipAndCullDistances = 8;
  2568. resource.maxSamples = 4;
  2569. resource.maxMeshOutputVerticesNV = 256;
  2570. resource.maxMeshOutputPrimitivesNV = 512;
  2571. resource.maxMeshWorkGroupSizeX_NV = 32;
  2572. resource.maxMeshWorkGroupSizeY_NV = 1;
  2573. resource.maxMeshWorkGroupSizeZ_NV = 1;
  2574. resource.maxTaskWorkGroupSizeX_NV = 32;
  2575. resource.maxTaskWorkGroupSizeY_NV = 1;
  2576. resource.maxTaskWorkGroupSizeZ_NV = 1;
  2577. resource.maxMeshViewCountNV = 4;
  2578. // TODO compile-time glslang version check
  2579. // resource.maxDualSourceDrawBuffersEXT = 1;
  2580. resource.limits.nonInductiveForLoops = 1;
  2581. resource.limits.whileLoops = 1;
  2582. resource.limits.doWhileLoops = 1;
  2583. resource.limits.generalUniformIndexing = 1;
  2584. resource.limits.generalAttributeMatrixVectorIndexing = 1;
  2585. resource.limits.generalVaryingIndexing = 1;
  2586. resource.limits.generalSamplerIndexing = 1;
  2587. resource.limits.generalVariableIndexing = 1;
  2588. resource.limits.generalConstantMatrixVectorIndexing = 1;
  2589. return resource;
  2590. }
  2591. int compile_spirv_module(const char* comp_string, const Option& opt, std::vector<uint32_t>& spirv)
  2592. {
  2593. // -1 for omitting the tail '\0'
  2594. int length = strlen(comp_string) - 1;
  2595. return compile_spirv_module(comp_string, length, opt, spirv);
  2596. }
  2597. int compile_spirv_module(const char* comp_data, int comp_data_size, const Option& opt, std::vector<uint32_t>& spirv)
  2598. {
  2599. std::vector<std::pair<const char*, const char*> > custom_defines;
  2600. if (opt.use_fp16_storage)
  2601. {
  2602. custom_defines.push_back(std::make_pair("sfp", "float16_t"));
  2603. custom_defines.push_back(std::make_pair("sfpvec2", "f16vec2"));
  2604. custom_defines.push_back(std::make_pair("sfpvec4", "f16vec4"));
  2605. if (opt.use_fp16_arithmetic)
  2606. {
  2607. custom_defines.push_back(std::make_pair("sfpvec8", "f16mat2x4"));
  2608. custom_defines.push_back(std::make_pair("sfpmat4", "f16mat4"));
  2609. }
  2610. }
  2611. else if (opt.use_fp16_packed)
  2612. {
  2613. custom_defines.push_back(std::make_pair("sfp", "float"));
  2614. custom_defines.push_back(std::make_pair("sfpvec2", "uint"));
  2615. custom_defines.push_back(std::make_pair("sfpvec4", "uvec2"));
  2616. custom_defines.push_back(std::make_pair("sfpvec8", "uvec4"));
  2617. }
  2618. else
  2619. {
  2620. custom_defines.push_back(std::make_pair("sfp", "float"));
  2621. custom_defines.push_back(std::make_pair("sfpvec2", "vec2"));
  2622. custom_defines.push_back(std::make_pair("sfpvec4", "vec4"));
  2623. custom_defines.push_back(std::make_pair("sfpvec8", "mat2x4"));
  2624. custom_defines.push_back(std::make_pair("sfpmat4", "mat4"));
  2625. }
  2626. if (opt.use_fp16_arithmetic)
  2627. {
  2628. custom_defines.push_back(std::make_pair("afp", "float16_t"));
  2629. custom_defines.push_back(std::make_pair("afpvec2", "f16vec2"));
  2630. custom_defines.push_back(std::make_pair("afpvec4", "f16vec4"));
  2631. custom_defines.push_back(std::make_pair("afpvec8", "f16mat2x4"));
  2632. custom_defines.push_back(std::make_pair("afpmat4", "f16mat4"));
  2633. }
  2634. else
  2635. {
  2636. custom_defines.push_back(std::make_pair("afp", "float"));
  2637. custom_defines.push_back(std::make_pair("afpvec2", "vec2"));
  2638. custom_defines.push_back(std::make_pair("afpvec4", "vec4"));
  2639. custom_defines.push_back(std::make_pair("afpvec8", "mat2x4"));
  2640. custom_defines.push_back(std::make_pair("afpmat4", "mat4"));
  2641. }
  2642. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  2643. {
  2644. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  2645. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  2646. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2647. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i]=f16vec4(sbuf[si4.r],sbuf[si4.g],sbuf[si4.b],sbuf[si4.a]);}"));
  2648. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i]=f16mat2x4(sbuf[si4.r],sbuf[si4.g],sbuf[si4.b],sbuf[si4.a],sbuf[sii4.r],sbuf[sii4.g],sbuf[sii4.b],sbuf[sii4.a]);}"));
  2649. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "buf[i]"));
  2650. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=v;}"));
  2651. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2652. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "buf[i]"));
  2653. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=v;}"));
  2654. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2655. custom_defines.push_back(std::make_pair("buffer_cp4to1(buf,i4,sbuf,si)", "{buf[i4.r]=sbuf[si].r;buf[i4.g]=sbuf[si].g;buf[i4.b]=sbuf[si].b;buf[i4.a]=sbuf[si].a;}"));
  2656. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=f16mat2x4(sbuf[si2.r],sbuf[si2.g]);}"));
  2657. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "buf[i]"));
  2658. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=v;}"));
  2659. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2660. custom_defines.push_back(std::make_pair("buffer_cp8to1(buf,i4,ii4,sbuf,si)", "{f16mat2x4 _v=sbuf[si]; buf[i4.r]=_v[0].r;buf[i4.g]=_v[0].g;buf[i4.b]=_v[0].b;buf[i4.a]=_v[0].a; buf[ii4.r]=_v[1].r;buf[ii4.g]=_v[1].g;buf[ii4.b]=_v[1].b;buf[ii4.a]=_v[1].a;}"));
  2661. custom_defines.push_back(std::make_pair("buffer_cp8to4(buf,i2,sbuf,si)", "{f16mat2x4 _v=sbuf[si]; buf[i2.r]=_v[0];buf[i2.g]=_v[1];}"));
  2662. custom_defines.push_back(std::make_pair("sfp2afpmat4(v)", "v"));
  2663. custom_defines.push_back(std::make_pair("afp2sfpmat4(v)", "v"));
  2664. }
  2665. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  2666. {
  2667. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "float16_t(buf[i])"));
  2668. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=float(v);}"));
  2669. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2670. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i]=uvec2(packHalf2x16(vec2(f16vec2(sbuf[si4.r],sbuf[si4.g]))),packHalf2x16(vec2(f16vec2(sbuf[si4.b],sbuf[si4.a]))));}"));
  2671. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i]=uvec4(packHalf2x16(vec2(f16vec2(sbuf[si4.r],sbuf[si4.g]))),packHalf2x16(vec2(f16vec2(sbuf[si4.b],sbuf[si4.a]))),packHalf2x16(vec2(f16vec2(sbuf[sii4.r],sbuf[sii4.g]))),packHalf2x16(vec2(f16vec2(sbuf[sii4.b],sbuf[sii4.a]))));}"));
  2672. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "f16vec2(unpackHalf2x16(buf[i]))"));
  2673. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=packHalf2x16(vec2(v))}"));
  2674. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2675. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "f16vec4(vec4(unpackHalf2x16(buf[i].x),unpackHalf2x16(buf[i].y)))"));
  2676. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=uvec2(packHalf2x16(vec2(v.rg)),packHalf2x16(vec2(v.ba)));}"));
  2677. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2678. custom_defines.push_back(std::make_pair("buffer_cp4to1(buf,i4,sbuf,si)", "{uvec2 _v=sbuf[si]; vec2 _v0=unpackHalf2x16(_v.x);vec2 _v1=unpackHalf2x16(_v.y); buf[i4.r]=_v0.r;buf[i4.g]=_v0.g;buf[i4.b]=_v1.r;buf[i4.a]=_v1.g;}"));
  2679. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=uvec4(sbuf[si2.r],sbuf[si2.g]);}"));
  2680. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "f16mat2x4(f16vec4(vec4(unpackHalf2x16(buf[i].r),unpackHalf2x16(buf[i].g))),f16vec4(vec4(unpackHalf2x16(buf[i].b),unpackHalf2x16(buf[i].a))))"));
  2681. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=uvec4(uvec2(packHalf2x16(vec2(v[0].rg)),packHalf2x16(vec2(v[0].ba))),uvec2(packHalf2x16(vec2(v[1].rg)),packHalf2x16(vec2(v[1].ba))));}"));
  2682. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2683. custom_defines.push_back(std::make_pair("buffer_cp8to1(buf,i4,ii4,sbuf,si)", "{uvec4 _v=sbuf[si]; vec2 _v0=unpackHalf2x16(_v.r);vec2 _v1=unpackHalf2x16(_v.g);vec2 _v2=unpackHalf2x16(_v.b);vec2 _v3=unpackHalf2x16(_v.a); buf[i4.r]=_v0.r;buf[i4.g]=_v0.g;buf[i4.b]=_v1.r;buf[i4.a]=_v1.g; buf[ii4.r]=_v2.r;buf[ii4.g]=_v2.g;buf[ii4.b]=_v3.r;buf[ii4.a]=_v3.g;}"));
  2684. custom_defines.push_back(std::make_pair("buffer_cp8to4(buf,i2,sbuf,si)", "{uvec4 _v=sbuf[si]; buf[i2.r]=_v.rg;buf[i2.g]=_v.ba;}"));
  2685. }
  2686. else if (opt.use_fp16_storage)
  2687. {
  2688. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "float(buf[i])"));
  2689. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=float16_t(v);}"));
  2690. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2691. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i].r=sbuf[si4.r];buf[i].g=sbuf[si4.g];buf[i].b=sbuf[si4.b];buf[i].a=sbuf[si4.a];}"));
  2692. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i].abcd.r=sbuf[si4.r];buf[i].abcd.g=sbuf[si4.g];buf[i].abcd.b=sbuf[si4.b];buf[i].abcd.a=sbuf[si4.a];buf[i].efgh.r=sbuf[sii4.r];buf[i].efgh.g=sbuf[sii4.g];buf[i].efgh.b=sbuf[sii4.b];buf[i].efgh.a=sbuf[sii4.a];}"));
  2693. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "vec2(buf[i])"));
  2694. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=f16vec2(v);}"));
  2695. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2696. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "vec4(buf[i])"));
  2697. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=f16vec4(v);}"));
  2698. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2699. custom_defines.push_back(std::make_pair("buffer_cp4to1(buf,i4,sbuf,si)", "{buf[i4.r]=sbuf[si].r;buf[i4.g]=sbuf[si].g;buf[i4.b]=sbuf[si].b;buf[i4.a]=sbuf[si].a;}"));
  2700. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i].abcd=sbuf[si2.r];buf[i].efgh=sbuf[si2.g];}"));
  2701. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "mat2x4(vec4(buf[i].abcd),vec4(buf[i].efgh))"));
  2702. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i].abcd=f16vec4(v[0]);buf[i].efgh=f16vec4(v[1]);}"));
  2703. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i].abcd=sbuf[si].abcd;buf[i].efgh=sbuf[si].efgh;}"));
  2704. custom_defines.push_back(std::make_pair("buffer_cp8to1(buf,i4,ii4,sbuf,si)", "{buf[i4.r]=sbuf[si].abcd.r;buf[i4.g]=sbuf[si].abcd.g;buf[i4.b]=sbuf[si].abcd.b;buf[i4.a]=sbuf[si].abcd.a; buf[ii4.r]=sbuf[si].efgh.r;buf[ii4.g]=sbuf[si].efgh.g;buf[ii4.b]=sbuf[si].efgh.b;buf[ii4.a]=sbuf[si].efgh.a;}"));
  2705. custom_defines.push_back(std::make_pair("buffer_cp8to4(buf,i2,sbuf,si)", "{buf[i2.r]=sbuf[si].abcd;buf[i2.g]=sbuf[si].efgh;}"));
  2706. }
  2707. else if (opt.use_fp16_packed)
  2708. {
  2709. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  2710. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  2711. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2712. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i]=uvec2(packHalf2x16(vec2(sbuf[si4.r],sbuf[si4.g])),packHalf2x16(vec2(sbuf[si4.b],sbuf[si4.a])));}"));
  2713. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i]=uvec4(packHalf2x16(vec2(sbuf[si4.r],sbuf[si4.g])),packHalf2x16(vec2(sbuf[si4.b],sbuf[si4.a])),packHalf2x16(vec2(sbuf[sii4.r],sbuf[sii4.g])),packHalf2x16(vec2(sbuf[sii4.b],sbuf[sii4.a])));}"));
  2714. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "unpackHalf2x16(buf[i])"));
  2715. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=packHalf2x16(v)}"));
  2716. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2717. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "vec4(unpackHalf2x16(buf[i].x),unpackHalf2x16(buf[i].y))"));
  2718. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=uvec2(packHalf2x16(v.rg),packHalf2x16(v.ba));}"));
  2719. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2720. custom_defines.push_back(std::make_pair("buffer_cp4to1(buf,i4,sbuf,si)", "{uvec2 _v=sbuf[si]; vec2 _v0=unpackHalf2x16(_v.x);vec2 _v1=unpackHalf2x16(_v.y); buf[i4.r]=_v0.r;buf[i4.g]=_v0.g;buf[i4.b]=_v1.r;buf[i4.a]=_v1.g;}"));
  2721. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=uvec4(sbuf[si2.r],sbuf[si2.g]);}"));
  2722. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "mat2x4(vec4(unpackHalf2x16(buf[i].r),unpackHalf2x16(buf[i].g)),vec4(unpackHalf2x16(buf[i].b),unpackHalf2x16(buf[i].a)))"));
  2723. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=uvec4(uvec2(packHalf2x16(v[0].rg),packHalf2x16(v[0].ba)),uvec2(packHalf2x16(v[1].rg),packHalf2x16(v[1].ba)));}"));
  2724. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2725. custom_defines.push_back(std::make_pair("buffer_cp8to1(buf,i4,ii4,sbuf,si)", "{uvec4 _v=sbuf[si]; vec2 _v0=unpackHalf2x16(_v.r);vec2 _v1=unpackHalf2x16(_v.g);vec2 _v2=unpackHalf2x16(_v.b);vec2 _v3=unpackHalf2x16(_v.a); buf[i4.r]=_v0.r;buf[i4.g]=_v0.g;buf[i4.b]=_v1.r;buf[i4.a]=_v1.g; buf[ii4.r]=_v2.r;buf[ii4.g]=_v2.g;buf[ii4.b]=_v3.r;buf[ii4.a]=_v3.g;}"));
  2726. custom_defines.push_back(std::make_pair("buffer_cp8to4(buf,i2,sbuf,si)", "{uvec4 _v=sbuf[si]; buf[i2.r]=_v.rg;buf[i2.g]=_v.ba;}"));
  2727. }
  2728. else
  2729. {
  2730. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  2731. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  2732. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2733. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i]=vec4(sbuf[si4.r],sbuf[si4.g],sbuf[si4.b],sbuf[si4.a]);}"));
  2734. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i]=mat2x4(sbuf[si4.r],sbuf[si4.g],sbuf[si4.b],sbuf[si4.a],sbuf[sii4.r],sbuf[sii4.g],sbuf[sii4.b],sbuf[sii4.a]);}"));
  2735. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "buf[i]"));
  2736. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=v;}"));
  2737. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2738. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "buf[i]"));
  2739. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=v;}"));
  2740. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2741. custom_defines.push_back(std::make_pair("buffer_cp4to1(buf,i4,sbuf,si)", "{vec4 _v=sbuf[si]; buf[i4.r]=_v.r;buf[i4.g]=_v.g;buf[i4.b]=_v.b;buf[i4.a]=_v.a;}"));
  2742. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=mat2x4(sbuf[si2.r],sbuf[si2.g]);}"));
  2743. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "buf[i]"));
  2744. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=v;}"));
  2745. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2746. custom_defines.push_back(std::make_pair("buffer_cp8to1(buf,i4,ii4,sbuf,si)", "{mat2x4 _v=sbuf[si]; buf[i4.r]=_v[0].r;buf[i4.g]=_v[0].g;buf[i4.b]=_v[0].b;buf[i4.a]=_v[0].a; buf[ii4.r]=_v[1].r;buf[ii4.g]=_v[1].g;buf[ii4.b]=_v[1].b;buf[ii4.a]=_v[1].a;}"));
  2747. custom_defines.push_back(std::make_pair("buffer_cp8to4(buf,i2,sbuf,si)", "{mat2x4 _v=sbuf[si]; buf[i2.r]=_v[0];buf[i2.g]=_v[1];}"));
  2748. custom_defines.push_back(std::make_pair("sfp2afpmat4(v)", "v"));
  2749. custom_defines.push_back(std::make_pair("afp2sfpmat4(v)", "v"));
  2750. }
  2751. if (opt.use_image_storage)
  2752. {
  2753. if (opt.use_fp16_storage)
  2754. {
  2755. custom_defines.push_back(std::make_pair("imfmtc1", "r16f"));
  2756. custom_defines.push_back(std::make_pair("imfmtc4", "rgba16f"));
  2757. custom_defines.push_back(std::make_pair("unfp", "mediump"));
  2758. }
  2759. else if (opt.use_fp16_packed)
  2760. {
  2761. custom_defines.push_back(std::make_pair("imfmtc1", "r32f"));
  2762. custom_defines.push_back(std::make_pair("imfmtc4", "rgba16f"));
  2763. custom_defines.push_back(std::make_pair("unfp", "mediump"));
  2764. }
  2765. else
  2766. {
  2767. custom_defines.push_back(std::make_pair("imfmtc1", "r32f"));
  2768. custom_defines.push_back(std::make_pair("imfmtc4", "rgba32f"));
  2769. custom_defines.push_back(std::make_pair("unfp", "highp"));
  2770. }
  2771. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  2772. {
  2773. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2774. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2775. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2776. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{f16vec4 _v;_v.r=float16_t(v);imageStore(img,p,_v);}"));
  2777. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{f16vec4 _v;_v.r=float16_t(v);imageStore(img,p,_v);}"));
  2778. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{f16vec4 _v;_v.r=float16_t(v);imageStore(img,p,_v);}"));
  2779. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2780. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2781. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2782. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2783. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2784. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2785. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  2786. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  2787. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  2788. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2789. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2790. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2791. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2792. custom_defines.push_back(std::make_pair("image2d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,ivec2(p.x*2,p.y),0),texelFetch(tex,ivec2(p.x*2+1,p.y),0))"));
  2793. custom_defines.push_back(std::make_pair("image3d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,ivec3(p.x*2,p.y,p.z),0),texelFetch(tex,ivec3(p.x*2+1,p.y,p.z),0))"));
  2794. custom_defines.push_back(std::make_pair("image1d_st8(img,p,v)", "{imageStore(img,(p)*2,vec4(v[0]));imageStore(img,(p)*2+1,vec4(v[1]));}"));
  2795. custom_defines.push_back(std::make_pair("image2d_st8(img,p,v)", "{imageStore(img,ivec2(p.x*2,p.y),vec4(v[0]));imageStore(img,ivec2(p.x*2+1,p.y),vec4(v[1]));}"));
  2796. custom_defines.push_back(std::make_pair("image3d_st8(img,p,v)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),vec4(v[0]));imageStore(img,ivec3(p.x*2+1,p.y,p.z),vec4(v[1]));}"));
  2797. custom_defines.push_back(std::make_pair("image1d_cp8(img,p,tex,sp)", "{imageStore(img,(p)*2,texelFetch(tex,sp*2,0));imageStore(img,(p)*2+1,texelFetch(tex,sp*2+1,0));}"));
  2798. custom_defines.push_back(std::make_pair("image2d_cp8(img,p,tex,sp)", "{imageStore(img,ivec2(p.x*2,p.y),texelFetch(tex,ivec2(sp.x*2,sp.y),0));imageStore(img,ivec2(p.x*2+1,p.y),texelFetch(tex,ivec2(sp.x*2+1,sp.y),0));}"));
  2799. custom_defines.push_back(std::make_pair("image3d_cp8(img,p,tex,sp)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),texelFetch(tex,ivec3(sp.x*2,sp.y,sp.z),0));imageStore(img,ivec3(p.x*2+1,p.y,p.z),texelFetch(tex,ivec3(sp.x*2+1,sp.y,sp.z),0));}"));
  2800. }
  2801. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  2802. {
  2803. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2804. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2805. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2806. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2807. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2808. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2809. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2810. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2811. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2812. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2813. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2814. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2815. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2816. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2817. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2818. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2819. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2820. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2821. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2822. custom_defines.push_back(std::make_pair("image2d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,ivec2(p.x*2,p.y),0),texelFetch(tex,ivec2(p.x*2+1,p.y),0))"));
  2823. custom_defines.push_back(std::make_pair("image3d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,ivec3(p.x*2,p.y,p.z),0),texelFetch(tex,ivec3(p.x*2+1,p.y,p.z),0))"));
  2824. custom_defines.push_back(std::make_pair("image1d_st8(img,p,v)", "{imageStore(img,(p)*2,v[0]);imageStore(img,(p)*2+1,v[1]);}"));
  2825. custom_defines.push_back(std::make_pair("image2d_st8(img,p,v)", "{imageStore(img,ivec2(p.x*2,p.y),v[0]);imageStore(img,ivec2(p.x*2+1,p.y),v[1]);}"));
  2826. custom_defines.push_back(std::make_pair("image3d_st8(img,p,v)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),v[0]);imageStore(img,ivec3(p.x*2+1,p.y,p.z),v[1]);}"));
  2827. custom_defines.push_back(std::make_pair("image1d_cp8(img,p,tex,sp)", "{imageStore(img,(p)*2,texelFetch(tex,sp*2,0));imageStore(img,(p)*2+1,texelFetch(tex,sp*2+1,0));}"));
  2828. custom_defines.push_back(std::make_pair("image2d_cp8(img,p,tex,sp)", "{imageStore(img,ivec2(p.x*2,p.y),texelFetch(tex,ivec2(sp.x*2,sp.y),0));imageStore(img,ivec2(p.x*2+1,p.y),texelFetch(tex,ivec2(sp.x*2+1,sp.y),0));}"));
  2829. custom_defines.push_back(std::make_pair("image3d_cp8(img,p,tex,sp)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),texelFetch(tex,ivec3(sp.x*2,sp.y,sp.z),0));imageStore(img,ivec3(p.x*2+1,p.y,p.z),texelFetch(tex,ivec3(sp.x*2+1,sp.y,sp.z),0));}"));
  2830. }
  2831. else if (opt.use_fp16_storage)
  2832. {
  2833. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2834. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2835. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2836. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2837. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2838. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2839. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2840. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2841. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2842. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2843. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2844. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2845. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2846. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2847. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2848. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2849. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2850. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2851. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2852. custom_defines.push_back(std::make_pair("image2d_ld8(tex,p)", "mat2x4(texelFetch(tex,ivec2(p.x*2,p.y),0),texelFetch(tex,ivec2(p.x*2+1,p.y),0))"));
  2853. custom_defines.push_back(std::make_pair("image3d_ld8(tex,p)", "mat2x4(texelFetch(tex,ivec3(p.x*2,p.y,p.z),0),texelFetch(tex,ivec3(p.x*2+1,p.y,p.z),0))"));
  2854. custom_defines.push_back(std::make_pair("image1d_st8(img,p,v)", "{imageStore(img,(p)*2,v[0]);imageStore(img,(p)*2+1,v[1]);}"));
  2855. custom_defines.push_back(std::make_pair("image2d_st8(img,p,v)", "{imageStore(img,ivec2(p.x*2,p.y),v[0]);imageStore(img,ivec2(p.x*2+1,p.y),v[1]);}"));
  2856. custom_defines.push_back(std::make_pair("image3d_st8(img,p,v)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),v[0]);imageStore(img,ivec3(p.x*2+1,p.y,p.z),v[1]);}"));
  2857. custom_defines.push_back(std::make_pair("image1d_cp8(img,p,tex,sp)", "{imageStore(img,(p)*2,texelFetch(tex,sp*2,0));imageStore(img,(p)*2+1,texelFetch(tex,sp*2+1,0));}"));
  2858. custom_defines.push_back(std::make_pair("image2d_cp8(img,p,tex,sp)", "{imageStore(img,ivec2(p.x*2,p.y),texelFetch(tex,ivec2(sp.x*2,sp.y),0));imageStore(img,ivec2(p.x*2+1,p.y),texelFetch(tex,ivec2(sp.x*2+1,sp.y),0));}"));
  2859. custom_defines.push_back(std::make_pair("image3d_cp8(img,p,tex,sp)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),texelFetch(tex,ivec3(sp.x*2,sp.y,sp.z),0));imageStore(img,ivec3(p.x*2+1,p.y,p.z),texelFetch(tex,ivec3(sp.x*2+1,sp.y,sp.z),0));}"));
  2860. }
  2861. else if (opt.use_fp16_packed)
  2862. {
  2863. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2864. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2865. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2866. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2867. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2868. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2869. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2870. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2871. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2872. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2873. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2874. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2875. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2876. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2877. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2878. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2879. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2880. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2881. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2882. custom_defines.push_back(std::make_pair("image2d_ld8(tex,p)", "mat2x4(texelFetch(tex,ivec2(p.x*2,p.y),0),texelFetch(tex,ivec2(p.x*2+1,p.y),0))"));
  2883. custom_defines.push_back(std::make_pair("image3d_ld8(tex,p)", "mat2x4(texelFetch(tex,ivec3(p.x*2,p.y,p.z),0),texelFetch(tex,ivec3(p.x*2+1,p.y,p.z),0))"));
  2884. custom_defines.push_back(std::make_pair("image1d_st8(img,p,v)", "{imageStore(img,(p)*2,v[0]);imageStore(img,(p)*2+1,v[1]);}"));
  2885. custom_defines.push_back(std::make_pair("image2d_st8(img,p,v)", "{imageStore(img,ivec2(p.x*2,p.y),v[0]);imageStore(img,ivec2(p.x*2+1,p.y),v[1]);}"));
  2886. custom_defines.push_back(std::make_pair("image3d_st8(img,p,v)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),v[0]);imageStore(img,ivec3(p.x*2+1,p.y,p.z),v[1]);}"));
  2887. custom_defines.push_back(std::make_pair("image1d_cp8(img,p,tex,sp)", "{imageStore(img,(p)*2,texelFetch(tex,sp*2,0));imageStore(img,(p)*2+1,texelFetch(tex,sp*2+1,0));}"));
  2888. custom_defines.push_back(std::make_pair("image2d_cp8(img,p,tex,sp)", "{imageStore(img,ivec2(p.x*2,p.y),texelFetch(tex,ivec2(sp.x*2,sp.y),0));imageStore(img,ivec2(p.x*2+1,p.y),texelFetch(tex,ivec2(sp.x*2+1,sp.y),0));}"));
  2889. custom_defines.push_back(std::make_pair("image3d_cp8(img,p,tex,sp)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),texelFetch(tex,ivec3(sp.x*2,sp.y,sp.z),0));imageStore(img,ivec3(p.x*2+1,p.y,p.z),texelFetch(tex,ivec3(sp.x*2+1,sp.y,sp.z),0));}"));
  2890. }
  2891. else
  2892. {
  2893. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2894. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2895. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2896. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2897. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2898. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2899. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2900. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2901. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2902. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2903. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2904. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2905. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2906. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2907. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2908. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2909. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2910. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2911. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2912. custom_defines.push_back(std::make_pair("image2d_ld8(tex,p)", "mat2x4(texelFetch(tex,ivec2(p.x*2,p.y),0),texelFetch(tex,ivec2(p.x*2+1,p.y),0))"));
  2913. custom_defines.push_back(std::make_pair("image3d_ld8(tex,p)", "mat2x4(texelFetch(tex,ivec3(p.x*2,p.y,p.z),0),texelFetch(tex,ivec3(p.x*2+1,p.y,p.z),0))"));
  2914. custom_defines.push_back(std::make_pair("image1d_st8(img,p,v)", "{imageStore(img,(p)*2,v[0]);imageStore(img,(p)*2+1,v[1]);}"));
  2915. custom_defines.push_back(std::make_pair("image2d_st8(img,p,v)", "{imageStore(img,ivec2(p.x*2,p.y),v[0]);imageStore(img,ivec2(p.x*2+1,p.y),v[1]);}"));
  2916. custom_defines.push_back(std::make_pair("image3d_st8(img,p,v)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),v[0]);imageStore(img,ivec3(p.x*2+1,p.y,p.z),v[1]);}"));
  2917. custom_defines.push_back(std::make_pair("image1d_cp8(img,p,tex,sp)", "{imageStore(img,(p)*2,texelFetch(tex,sp*2,0));imageStore(img,(p)*2+1,texelFetch(tex,sp*2+1,0));}"));
  2918. custom_defines.push_back(std::make_pair("image2d_cp8(img,p,tex,sp)", "{imageStore(img,ivec2(p.x*2,p.y),texelFetch(tex,ivec2(sp.x*2,sp.y),0));imageStore(img,ivec2(p.x*2+1,p.y),texelFetch(tex,ivec2(sp.x*2+1,sp.y),0));}"));
  2919. custom_defines.push_back(std::make_pair("image3d_cp8(img,p,tex,sp)", "{imageStore(img,ivec3(p.x*2,p.y,p.z),texelFetch(tex,ivec3(sp.x*2,sp.y,sp.z),0));imageStore(img,ivec3(p.x*2+1,p.y,p.z),texelFetch(tex,ivec3(sp.x*2+1,sp.y,sp.z),0));}"));
  2920. }
  2921. }
  2922. custom_defines.push_back(std::make_pair("psc(x)", "(x==0?p.x:x)"));
  2923. if (opt.use_fp16_storage)
  2924. {
  2925. custom_defines.push_back(std::make_pair("NCNN_fp16_storage", "1"));
  2926. }
  2927. else if (opt.use_fp16_packed)
  2928. {
  2929. custom_defines.push_back(std::make_pair("NCNN_fp16_packed", "1"));
  2930. }
  2931. if (opt.use_fp16_arithmetic)
  2932. {
  2933. custom_defines.push_back(std::make_pair("NCNN_fp16_arithmetic", "1"));
  2934. }
  2935. if (opt.use_int8_storage)
  2936. {
  2937. custom_defines.push_back(std::make_pair("NCNN_int8_storage", "1"));
  2938. }
  2939. else if (opt.use_int8_packed)
  2940. {
  2941. custom_defines.push_back(std::make_pair("NCNN_int8_packed", "1"));
  2942. }
  2943. if (opt.use_int8_arithmetic)
  2944. {
  2945. custom_defines.push_back(std::make_pair("NCNN_int8_arithmetic", "1"));
  2946. }
  2947. if (opt.use_image_storage)
  2948. {
  2949. custom_defines.push_back(std::make_pair("NCNN_image_shader", "1"));
  2950. }
  2951. if (opt.use_subgroup_basic)
  2952. {
  2953. custom_defines.push_back(std::make_pair("NCNN_subgroup_basic", "1"));
  2954. if (opt.use_subgroup_vote)
  2955. {
  2956. custom_defines.push_back(std::make_pair("NCNN_subgroup_vote", "1"));
  2957. }
  2958. if (opt.use_subgroup_ballot)
  2959. {
  2960. custom_defines.push_back(std::make_pair("NCNN_subgroup_ballot", "1"));
  2961. }
  2962. if (opt.use_subgroup_shuffle)
  2963. {
  2964. custom_defines.push_back(std::make_pair("NCNN_subgroup_shuffle", "1"));
  2965. }
  2966. }
  2967. std::string preamble;
  2968. std::vector<std::string> processes;
  2969. processes.resize(custom_defines.size());
  2970. for (size_t i = 0; i < custom_defines.size(); i++)
  2971. {
  2972. const char* key = custom_defines[i].first;
  2973. const char* def = custom_defines[i].second;
  2974. preamble += std::string("#define ") + key + " " + def + "\n";
  2975. processes[i] = std::string("define-macro ") + key + "=" + def;
  2976. }
  2977. bool compile_success = true;
  2978. {
  2979. glslang::TShader s(EShLangCompute);
  2980. s.setStringsWithLengths(&comp_data, &comp_data_size, 1);
  2981. s.setPreamble(preamble.c_str());
  2982. s.addProcesses(processes);
  2983. s.setEntryPoint("main");
  2984. s.setSourceEntryPoint("main");
  2985. s.setEnvInput(glslang::EShSourceGlsl, EShLangCompute, glslang::EShClientVulkan, 1);
  2986. if (opt.use_subgroup_basic)
  2987. {
  2988. // subgroup need vulkan-1.1 and spirv-1.3
  2989. s.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
  2990. s.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_3);
  2991. }
  2992. else
  2993. {
  2994. s.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_0);
  2995. s.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_0);
  2996. }
  2997. TBuiltInResource resources = get_default_TBuiltInResource();
  2998. bool pr = s.parse(&resources, 100, false, EShMsgDefault);
  2999. if (!pr)
  3000. {
  3001. NCNN_LOGE("compile spir-v module failed");
  3002. NCNN_LOGE("%s", s.getInfoLog());
  3003. NCNN_LOGE("%s", s.getInfoDebugLog());
  3004. compile_success = false;
  3005. }
  3006. else
  3007. {
  3008. glslang::TIntermediate* ir = s.getIntermediate();
  3009. glslang::GlslangToSpv(*ir, spirv);
  3010. }
  3011. }
  3012. return compile_success ? 0 : -1;
  3013. }
  3014. int compile_spirv_module(int shader_type_index, const Option& opt, std::vector<uint32_t>& spirv)
  3015. {
  3016. if (shader_type_index < 0 || shader_type_index >= layer_shader_registry_entry_count)
  3017. {
  3018. NCNN_LOGE("no such shader module %d", shader_type_index);
  3019. return -1;
  3020. }
  3021. const char* comp_data = layer_shader_registry[shader_type_index].comp_data;
  3022. int comp_data_size = layer_shader_registry[shader_type_index].comp_data_size;
  3023. return compile_spirv_module(comp_data, comp_data_size, opt, spirv);
  3024. }
  3025. int resolve_shader_info(const uint32_t* spv_data, size_t spv_data_size, ShaderInfo& shader_info)
  3026. {
  3027. shader_info.specialization_count = 0;
  3028. shader_info.binding_count = 0;
  3029. shader_info.push_constant_count = 0;
  3030. uint32_t parameter_id = -233;
  3031. int specialization_count = 0;
  3032. int binding_count = 0;
  3033. int push_constant_count = 0;
  3034. // id -> binding_type
  3035. std::vector<int> id_types;
  3036. // binding_id -> binding_type
  3037. std::vector<int> binding_types;
  3038. const uint32_t* p = spv_data;
  3039. int bound = p[3];
  3040. id_types.resize(bound);
  3041. // skip magic version generator bound schema
  3042. p += 5;
  3043. // foreach op
  3044. while ((const unsigned char*)p < (const unsigned char*)spv_data + spv_data_size)
  3045. {
  3046. uint32_t opcode = p[0];
  3047. uint16_t wordcount = opcode >> 16;
  3048. uint16_t op = opcode & 0xffff;
  3049. if (op == 5) // OpName
  3050. {
  3051. uint32_t id = p[1];
  3052. const char* name = (const char*)&p[2];
  3053. if (strcmp(name, "parameter") == 0)
  3054. {
  3055. parameter_id = id;
  3056. }
  3057. }
  3058. else if (op == 6) // OpMemberName
  3059. {
  3060. uint32_t id = p[1];
  3061. if (id == parameter_id)
  3062. {
  3063. push_constant_count++;
  3064. }
  3065. }
  3066. else if (op == 25) // OpTypeImage
  3067. {
  3068. uint32_t id = p[1];
  3069. id_types[id] = 2;
  3070. }
  3071. else if (op == 27) // OpTypeSampledImage
  3072. {
  3073. uint32_t id = p[1];
  3074. id_types[id] = 3;
  3075. }
  3076. else if (op == 32) // OpTypePointer
  3077. {
  3078. uint32_t id = p[1];
  3079. uint32_t storage_class = p[2];
  3080. uint32_t type = p[3];
  3081. if (storage_class == 0) // UniformConstant
  3082. {
  3083. id_types[id] = id_types[type];
  3084. }
  3085. if (storage_class == 2) // Uniform
  3086. {
  3087. id_types[id] = id_types[type];
  3088. }
  3089. if (storage_class == 12) // StorageBuffer
  3090. {
  3091. id_types[type] = 1;
  3092. id_types[id] = id_types[type];
  3093. }
  3094. }
  3095. else if (op == 59) // OpVariable
  3096. {
  3097. uint32_t id = p[1];
  3098. uint32_t var_id = p[2];
  3099. uint32_t storage_class = p[3];
  3100. if (storage_class == 0) // UniformConstant
  3101. {
  3102. id_types[var_id] = id_types[id];
  3103. }
  3104. if (storage_class == 2) // Uniform
  3105. {
  3106. id_types[var_id] = id_types[id];
  3107. }
  3108. if (storage_class == 12) // StorageBuffer
  3109. {
  3110. id_types[var_id] = id_types[id];
  3111. }
  3112. }
  3113. else if (op == 71) // OpDecorate
  3114. {
  3115. uint32_t id = p[1];
  3116. uint32_t decoration = p[2];
  3117. uint32_t binding_id = p[3];
  3118. if (decoration == 1) // SpecId
  3119. {
  3120. specialization_count++;
  3121. }
  3122. if (decoration == 3) // BufferBlock
  3123. {
  3124. id_types[id] = 1;
  3125. }
  3126. else if (decoration == 33) // Binding
  3127. {
  3128. binding_count = std::max(binding_count, (int)binding_id + 1);
  3129. binding_types.resize(binding_count);
  3130. binding_types[binding_id] = id;
  3131. }
  3132. }
  3133. p += wordcount;
  3134. }
  3135. if (binding_count > 16)
  3136. {
  3137. NCNN_LOGE("too many binding %d", binding_count);
  3138. return -1;
  3139. }
  3140. shader_info.specialization_count = specialization_count;
  3141. shader_info.binding_count = binding_count;
  3142. shader_info.push_constant_count = push_constant_count;
  3143. // resolve binding_types
  3144. for (int i = 0; i < binding_count; i++)
  3145. {
  3146. shader_info.binding_types[i] = id_types[binding_types[i]];
  3147. }
  3148. return 0;
  3149. }
  3150. } // namespace ncnn
  3151. #endif // NCNN_VULKAN