You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

gpu.cpp 199 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
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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * 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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * 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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * 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
6 years ago
6 years ago
6 years ago
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471
  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 <string.h>
  17. #include "glslang/SPIRV/GlslangToSpv.h"
  18. #if NCNN_SYSTEM_GLSLANG
  19. #include "glslang/Public/ShaderLang.h"
  20. #else
  21. #include "glslang/glslang/Public/ShaderLang.h"
  22. #endif
  23. #include "vulkan_activation.comp.hex.h"
  24. #include "command.h"
  25. #include "layer.h"
  26. #include "layer/vulkan/packing_vulkan.h"
  27. #include "layer_type.h"
  28. #include "mat.h"
  29. #include "pipelinecache.h"
  30. // There is known issue that vkDestroyDebugUtilsMessengerEXT crash on exit when vulkan validation layer enabled
  31. // upstream fix https://github.com/KhronosGroup/Vulkan-Loader/pull/539
  32. #define ENABLE_VALIDATION_LAYER 0
  33. namespace ncnn {
  34. // global
  35. static Mutex g_instance_lock;
  36. class __ncnn_vulkan_instance_holder
  37. {
  38. public:
  39. __ncnn_vulkan_instance_holder()
  40. {
  41. instance = 0;
  42. created = 0;
  43. #if NCNN_VULKAN_LOADER
  44. libvulkan = 0;
  45. #if defined __ANDROID__
  46. hvkdi = 0;
  47. #endif
  48. #endif // NCNN_VULKAN_LOADER
  49. #if ENABLE_VALIDATION_LAYER
  50. callback = 0;
  51. #endif
  52. }
  53. ~__ncnn_vulkan_instance_holder()
  54. {
  55. destroy_gpu_instance();
  56. }
  57. operator VkInstance()
  58. {
  59. return instance;
  60. }
  61. VkInstance instance;
  62. int created;
  63. #if ENABLE_VALIDATION_LAYER
  64. VkDebugUtilsMessengerEXT callback;
  65. #endif
  66. };
  67. static __ncnn_vulkan_instance_holder g_instance;
  68. static int g_gpu_count = 0;
  69. static int g_default_gpu_index = -1;
  70. // NOTE 8 is large enough i think ...
  71. #define NCNN_MAX_GPU_COUNT 8
  72. static GpuInfo* g_gpu_infos[NCNN_MAX_GPU_COUNT] = {0};
  73. // default vulkan device
  74. static Mutex g_default_vkdev_lock;
  75. static VulkanDevice* g_default_vkdev[NCNN_MAX_GPU_COUNT] = {0};
  76. struct layer_shader_registry_entry
  77. {
  78. const char* comp_data;
  79. int comp_data_size;
  80. };
  81. #include "layer_shader_spv_data.h"
  82. static const layer_shader_registry_entry layer_shader_registry[] = {
  83. #include "layer_shader_registry.h"
  84. };
  85. static const int layer_shader_registry_entry_count = sizeof(layer_shader_registry) / sizeof(layer_shader_registry_entry);
  86. // vulkan core
  87. PFN_vkAllocateCommandBuffers vkAllocateCommandBuffers = 0;
  88. PFN_vkAllocateDescriptorSets vkAllocateDescriptorSets = 0;
  89. PFN_vkAllocateMemory vkAllocateMemory = 0;
  90. PFN_vkBeginCommandBuffer vkBeginCommandBuffer = 0;
  91. PFN_vkBindBufferMemory vkBindBufferMemory = 0;
  92. PFN_vkBindImageMemory vkBindImageMemory = 0;
  93. PFN_vkCmdBeginQuery vkCmdBeginQuery = 0;
  94. PFN_vkCmdBindDescriptorSets vkCmdBindDescriptorSets = 0;
  95. PFN_vkCmdBindIndexBuffer vkCmdBindIndexBuffer = 0;
  96. PFN_vkCmdBindPipeline vkCmdBindPipeline = 0;
  97. PFN_vkCmdCopyBuffer vkCmdCopyBuffer = 0;
  98. PFN_vkCmdCopyBufferToImage vkCmdCopyBufferToImage = 0;
  99. PFN_vkCmdCopyImage vkCmdCopyImage = 0;
  100. PFN_vkCmdCopyImageToBuffer vkCmdCopyImageToBuffer = 0;
  101. PFN_vkCmdCopyQueryPoolResults vkCmdCopyQueryPoolResults = 0;
  102. PFN_vkCmdDispatch vkCmdDispatch = 0;
  103. PFN_vkCmdDispatchIndirect vkCmdDispatchIndirect = 0;
  104. PFN_vkCmdEndQuery vkCmdEndQuery = 0;
  105. PFN_vkCmdExecuteCommands vkCmdExecuteCommands = 0;
  106. PFN_vkCmdFillBuffer vkCmdFillBuffer = 0;
  107. PFN_vkCmdPipelineBarrier vkCmdPipelineBarrier = 0;
  108. PFN_vkCmdPushConstants vkCmdPushConstants = 0;
  109. PFN_vkCmdResetQueryPool vkCmdResetQueryPool = 0;
  110. PFN_vkCmdResolveImage vkCmdResolveImage = 0;
  111. PFN_vkCmdUpdateBuffer vkCmdUpdateBuffer = 0;
  112. PFN_vkCmdWriteTimestamp vkCmdWriteTimestamp = 0;
  113. PFN_vkCreateBuffer vkCreateBuffer = 0;
  114. PFN_vkCreateBufferView vkCreateBufferView = 0;
  115. PFN_vkCreateCommandPool vkCreateCommandPool = 0;
  116. PFN_vkCreateComputePipelines vkCreateComputePipelines = 0;
  117. PFN_vkCreateDescriptorPool vkCreateDescriptorPool = 0;
  118. PFN_vkCreateDescriptorSetLayout vkCreateDescriptorSetLayout = 0;
  119. PFN_vkCreateDevice vkCreateDevice = 0;
  120. PFN_vkCreateFence vkCreateFence = 0;
  121. PFN_vkCreateImage vkCreateImage = 0;
  122. PFN_vkCreateImageView vkCreateImageView = 0;
  123. PFN_vkCreatePipelineCache vkCreatePipelineCache = 0;
  124. PFN_vkCreatePipelineLayout vkCreatePipelineLayout = 0;
  125. PFN_vkCreateQueryPool vkCreateQueryPool = 0;
  126. PFN_vkCreateSampler vkCreateSampler = 0;
  127. PFN_vkCreateSemaphore vkCreateSemaphore = 0;
  128. PFN_vkCreateShaderModule vkCreateShaderModule = 0;
  129. PFN_vkDestroyBuffer vkDestroyBuffer = 0;
  130. PFN_vkDestroyBufferView vkDestroyBufferView = 0;
  131. PFN_vkDestroyCommandPool vkDestroyCommandPool = 0;
  132. PFN_vkDestroyDescriptorPool vkDestroyDescriptorPool = 0;
  133. PFN_vkDestroyDescriptorSetLayout vkDestroyDescriptorSetLayout = 0;
  134. PFN_vkDestroyDevice vkDestroyDevice = 0;
  135. PFN_vkDestroyFence vkDestroyFence = 0;
  136. PFN_vkDestroyImage vkDestroyImage = 0;
  137. PFN_vkDestroyImageView vkDestroyImageView = 0;
  138. PFN_vkDestroyInstance vkDestroyInstance = 0;
  139. PFN_vkDestroyPipeline vkDestroyPipeline = 0;
  140. PFN_vkDestroyPipelineCache vkDestroyPipelineCache = 0;
  141. PFN_vkDestroyPipelineLayout vkDestroyPipelineLayout = 0;
  142. PFN_vkDestroyQueryPool vkDestroyQueryPool = 0;
  143. PFN_vkDestroySampler vkDestroySampler = 0;
  144. PFN_vkDestroySemaphore vkDestroySemaphore = 0;
  145. PFN_vkDestroyShaderModule vkDestroyShaderModule = 0;
  146. PFN_vkDeviceWaitIdle vkDeviceWaitIdle = 0;
  147. PFN_vkEndCommandBuffer vkEndCommandBuffer = 0;
  148. PFN_vkEnumerateDeviceExtensionProperties vkEnumerateDeviceExtensionProperties = 0;
  149. PFN_vkEnumerateDeviceLayerProperties vkEnumerateDeviceLayerProperties = 0;
  150. PFN_vkEnumeratePhysicalDevices vkEnumeratePhysicalDevices = 0;
  151. PFN_vkFlushMappedMemoryRanges vkFlushMappedMemoryRanges = 0;
  152. PFN_vkFreeCommandBuffers vkFreeCommandBuffers = 0;
  153. PFN_vkFreeDescriptorSets vkFreeDescriptorSets = 0;
  154. PFN_vkFreeMemory vkFreeMemory = 0;
  155. PFN_vkGetBufferMemoryRequirements vkGetBufferMemoryRequirements = 0;
  156. PFN_vkGetDeviceMemoryCommitment vkGetDeviceMemoryCommitment = 0;
  157. PFN_vkGetDeviceProcAddr vkGetDeviceProcAddr = 0;
  158. PFN_vkGetDeviceQueue vkGetDeviceQueue = 0;
  159. PFN_vkGetFenceStatus vkGetFenceStatus = 0;
  160. PFN_vkGetImageMemoryRequirements vkGetImageMemoryRequirements = 0;
  161. PFN_vkGetImageSubresourceLayout vkGetImageSubresourceLayout = 0;
  162. PFN_vkGetPhysicalDeviceFeatures vkGetPhysicalDeviceFeatures = 0;
  163. PFN_vkGetPhysicalDeviceFormatProperties vkGetPhysicalDeviceFormatProperties = 0;
  164. PFN_vkGetPhysicalDeviceImageFormatProperties vkGetPhysicalDeviceImageFormatProperties = 0;
  165. PFN_vkGetPhysicalDeviceMemoryProperties vkGetPhysicalDeviceMemoryProperties = 0;
  166. PFN_vkGetPhysicalDeviceProperties vkGetPhysicalDeviceProperties = 0;
  167. PFN_vkGetPhysicalDeviceQueueFamilyProperties vkGetPhysicalDeviceQueueFamilyProperties = 0;
  168. PFN_vkGetPipelineCacheData vkGetPipelineCacheData = 0;
  169. PFN_vkGetQueryPoolResults vkGetQueryPoolResults = 0;
  170. PFN_vkInvalidateMappedMemoryRanges vkInvalidateMappedMemoryRanges = 0;
  171. PFN_vkMapMemory vkMapMemory = 0;
  172. PFN_vkMergePipelineCaches vkMergePipelineCaches = 0;
  173. PFN_vkQueueSubmit vkQueueSubmit = 0;
  174. PFN_vkQueueWaitIdle vkQueueWaitIdle = 0;
  175. PFN_vkResetCommandBuffer vkResetCommandBuffer = 0;
  176. PFN_vkResetCommandPool vkResetCommandPool = 0;
  177. PFN_vkResetDescriptorPool vkResetDescriptorPool = 0;
  178. PFN_vkResetFences vkResetFences = 0;
  179. PFN_vkUnmapMemory vkUnmapMemory = 0;
  180. PFN_vkUpdateDescriptorSets vkUpdateDescriptorSets = 0;
  181. PFN_vkWaitForFences vkWaitForFences = 0;
  182. int support_VK_KHR_external_memory_capabilities = 0;
  183. int support_VK_KHR_get_physical_device_properties2 = 0;
  184. int support_VK_KHR_get_surface_capabilities2 = 0;
  185. int support_VK_KHR_portability_enumeration = 0;
  186. int support_VK_KHR_surface = 0;
  187. int support_VK_EXT_debug_utils = 0;
  188. int support_VK_EXT_validation_features = 0;
  189. int support_VK_EXT_validation_flags = 0;
  190. #if __ANDROID_API__ >= 26
  191. int support_VK_KHR_android_surface = 0;
  192. #endif // __ANDROID_API__ >= 26
  193. // VK_KHR_cooperative_matrix
  194. PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR = 0;
  195. // VK_KHR_external_memory_capabilities
  196. PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR vkGetPhysicalDeviceExternalBufferPropertiesKHR = 0;
  197. // VK_KHR_get_physical_device_properties2
  198. PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR = 0;
  199. PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR = 0;
  200. PFN_vkGetPhysicalDeviceFormatProperties2KHR vkGetPhysicalDeviceFormatProperties2KHR = 0;
  201. PFN_vkGetPhysicalDeviceImageFormatProperties2KHR vkGetPhysicalDeviceImageFormatProperties2KHR = 0;
  202. PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR vkGetPhysicalDeviceQueueFamilyProperties2KHR = 0;
  203. PFN_vkGetPhysicalDeviceMemoryProperties2KHR vkGetPhysicalDeviceMemoryProperties2KHR = 0;
  204. // VK_KHR_get_surface_capabilities2
  205. PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR vkGetPhysicalDeviceSurfaceCapabilities2KHR = 0;
  206. PFN_vkGetPhysicalDeviceSurfaceFormats2KHR vkGetPhysicalDeviceSurfaceFormats2KHR = 0;
  207. // VK_KHR_surface
  208. PFN_vkDestroySurfaceKHR vkDestroySurfaceKHR = 0;
  209. PFN_vkGetPhysicalDeviceSurfaceSupportKHR vkGetPhysicalDeviceSurfaceSupportKHR = 0;
  210. PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR vkGetPhysicalDeviceSurfaceCapabilitiesKHR = 0;
  211. PFN_vkGetPhysicalDeviceSurfaceFormatsKHR vkGetPhysicalDeviceSurfaceFormatsKHR = 0;
  212. PFN_vkGetPhysicalDeviceSurfacePresentModesKHR vkGetPhysicalDeviceSurfacePresentModesKHR = 0;
  213. #if __ANDROID_API__ >= 26
  214. // VK_KHR_android_surface
  215. PFN_vkCreateAndroidSurfaceKHR vkCreateAndroidSurfaceKHR = 0;
  216. #endif // __ANDROID_API__ >= 26
  217. // VK_NV_cooperative_matrix
  218. PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesNV vkGetPhysicalDeviceCooperativeMatrixPropertiesNV = 0;
  219. class GpuInfoPrivate
  220. {
  221. public:
  222. // vulkan physical device
  223. VkPhysicalDevice physical_device;
  224. // memory properties
  225. VkPhysicalDeviceMemoryProperties physical_device_memory_properties;
  226. // info
  227. uint32_t api_version;
  228. uint32_t driver_version;
  229. uint32_t vendor_id;
  230. uint32_t device_id;
  231. char device_name[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE];
  232. uint8_t pipeline_cache_uuid[VK_UUID_SIZE];
  233. // 0 = discrete gpu
  234. // 1 = integrated gpu
  235. // 2 = virtual gpu
  236. // 3 = cpu
  237. int type;
  238. // hardware limit
  239. uint32_t max_shared_memory_size;
  240. uint32_t max_workgroup_count_x;
  241. uint32_t max_workgroup_count_y;
  242. uint32_t max_workgroup_count_z;
  243. uint32_t max_workgroup_invocations;
  244. uint32_t max_workgroup_size_x;
  245. uint32_t max_workgroup_size_y;
  246. uint32_t max_workgroup_size_z;
  247. size_t memory_map_alignment;
  248. size_t buffer_offset_alignment;
  249. size_t non_coherent_atom_size;
  250. size_t buffer_image_granularity;
  251. uint32_t max_image_dimension_1d;
  252. uint32_t max_image_dimension_2d;
  253. uint32_t max_image_dimension_3d;
  254. float timestamp_period;
  255. // runtime
  256. uint32_t compute_queue_family_index;
  257. uint32_t graphics_queue_family_index;
  258. uint32_t transfer_queue_family_index;
  259. uint32_t compute_queue_count;
  260. uint32_t graphics_queue_count;
  261. uint32_t transfer_queue_count;
  262. // property
  263. bool unified_compute_transfer_queue;
  264. // subgroup
  265. uint32_t subgroup_size;
  266. bool support_subgroup_basic;
  267. bool support_subgroup_vote;
  268. bool support_subgroup_ballot;
  269. bool support_subgroup_shuffle;
  270. // bug is not feature
  271. bool bug_storage_buffer_no_l1;
  272. bool bug_corrupted_online_pipeline_cache;
  273. bool bug_buffer_image_load_zero;
  274. // but sometimes bug is a feature
  275. bool bug_implicit_fp16_arithmetic;
  276. // fp16 and int8 feature
  277. bool support_fp16_packed;
  278. bool support_fp16_storage;
  279. bool support_fp16_arithmetic;
  280. bool support_int8_packed;
  281. bool support_int8_storage;
  282. bool support_int8_arithmetic;
  283. // ycbcr conversion feature
  284. bool support_ycbcr_conversion;
  285. // cooperative matrix
  286. bool support_cooperative_matrix;
  287. bool support_cooperative_matrix_16_8_8;
  288. bool support_cooperative_matrix_16_8_16;
  289. bool support_cooperative_matrix_16_16_16;
  290. // extension capability
  291. int support_VK_KHR_8bit_storage;
  292. int support_VK_KHR_16bit_storage;
  293. int support_VK_KHR_bind_memory2;
  294. int support_VK_KHR_buffer_device_address;
  295. int support_VK_KHR_create_renderpass2;
  296. int support_VK_KHR_cooperative_matrix;
  297. int support_VK_KHR_dedicated_allocation;
  298. int support_VK_KHR_descriptor_update_template;
  299. int support_VK_KHR_external_memory;
  300. int support_VK_KHR_get_memory_requirements2;
  301. int support_VK_KHR_maintenance1;
  302. int support_VK_KHR_maintenance2;
  303. int support_VK_KHR_maintenance3;
  304. int support_VK_KHR_multiview;
  305. int support_VK_KHR_portability_subset;
  306. int support_VK_KHR_push_descriptor;
  307. int support_VK_KHR_sampler_ycbcr_conversion;
  308. int support_VK_KHR_shader_float16_int8;
  309. int support_VK_KHR_shader_float_controls;
  310. int support_VK_KHR_storage_buffer_storage_class;
  311. int support_VK_KHR_swapchain;
  312. int support_VK_EXT_buffer_device_address;
  313. int support_VK_EXT_descriptor_indexing;
  314. int support_VK_EXT_memory_budget;
  315. int support_VK_EXT_memory_priority;
  316. int support_VK_EXT_queue_family_foreign;
  317. int support_VK_AMD_device_coherent_memory;
  318. #if __ANDROID_API__ >= 26
  319. int support_VK_ANDROID_external_memory_android_hardware_buffer;
  320. #endif // __ANDROID_API__ >= 26
  321. int support_VK_NV_cooperative_matrix;
  322. };
  323. GpuInfo::GpuInfo()
  324. : d(new GpuInfoPrivate)
  325. {
  326. }
  327. GpuInfo::~GpuInfo()
  328. {
  329. delete d;
  330. }
  331. GpuInfo::GpuInfo(const GpuInfo&)
  332. : d(0)
  333. {
  334. }
  335. GpuInfo& GpuInfo::operator=(const GpuInfo&)
  336. {
  337. return *this;
  338. }
  339. VkPhysicalDevice GpuInfo::physical_device() const
  340. {
  341. return d->physical_device;
  342. }
  343. const VkPhysicalDeviceMemoryProperties& GpuInfo::physical_device_memory_properties() const
  344. {
  345. return d->physical_device_memory_properties;
  346. }
  347. uint32_t GpuInfo::api_version() const
  348. {
  349. return d->api_version;
  350. }
  351. uint32_t GpuInfo::driver_version() const
  352. {
  353. return d->driver_version;
  354. }
  355. uint32_t GpuInfo::vendor_id() const
  356. {
  357. return d->vendor_id;
  358. }
  359. uint32_t GpuInfo::device_id() const
  360. {
  361. return d->device_id;
  362. }
  363. const char* GpuInfo::device_name() const
  364. {
  365. return d->device_name;
  366. }
  367. uint8_t* GpuInfo::pipeline_cache_uuid() const
  368. {
  369. return d->pipeline_cache_uuid;
  370. }
  371. int GpuInfo::type() const
  372. {
  373. return d->type;
  374. }
  375. uint32_t GpuInfo::max_shared_memory_size() const
  376. {
  377. return d->max_shared_memory_size;
  378. }
  379. uint32_t GpuInfo::max_workgroup_count_x() const
  380. {
  381. return d->max_workgroup_count_x;
  382. }
  383. uint32_t GpuInfo::max_workgroup_count_y() const
  384. {
  385. return d->max_workgroup_count_y;
  386. }
  387. uint32_t GpuInfo::max_workgroup_count_z() const
  388. {
  389. return d->max_workgroup_count_z;
  390. }
  391. uint32_t GpuInfo::max_workgroup_invocations() const
  392. {
  393. return d->max_workgroup_invocations;
  394. }
  395. uint32_t GpuInfo::max_workgroup_size_x() const
  396. {
  397. return d->max_workgroup_size_x;
  398. }
  399. uint32_t GpuInfo::max_workgroup_size_y() const
  400. {
  401. return d->max_workgroup_size_y;
  402. }
  403. uint32_t GpuInfo::max_workgroup_size_z() const
  404. {
  405. return d->max_workgroup_size_z;
  406. }
  407. size_t GpuInfo::memory_map_alignment() const
  408. {
  409. return d->memory_map_alignment;
  410. }
  411. size_t GpuInfo::buffer_offset_alignment() const
  412. {
  413. return d->buffer_offset_alignment;
  414. }
  415. size_t GpuInfo::non_coherent_atom_size() const
  416. {
  417. return d->non_coherent_atom_size;
  418. }
  419. size_t GpuInfo::buffer_image_granularity() const
  420. {
  421. return d->buffer_image_granularity;
  422. }
  423. uint32_t GpuInfo::max_image_dimension_1d() const
  424. {
  425. return d->max_image_dimension_1d;
  426. }
  427. uint32_t GpuInfo::max_image_dimension_2d() const
  428. {
  429. return d->max_image_dimension_2d;
  430. }
  431. uint32_t GpuInfo::max_image_dimension_3d() const
  432. {
  433. return d->max_image_dimension_3d;
  434. }
  435. float GpuInfo::timestamp_period() const
  436. {
  437. return d->timestamp_period;
  438. }
  439. uint32_t GpuInfo::compute_queue_family_index() const
  440. {
  441. return d->compute_queue_family_index;
  442. }
  443. uint32_t GpuInfo::graphics_queue_family_index() const
  444. {
  445. return d->graphics_queue_family_index;
  446. }
  447. uint32_t GpuInfo::transfer_queue_family_index() const
  448. {
  449. return d->transfer_queue_family_index;
  450. }
  451. uint32_t GpuInfo::compute_queue_count() const
  452. {
  453. return d->compute_queue_count;
  454. }
  455. uint32_t GpuInfo::graphics_queue_count() const
  456. {
  457. return d->graphics_queue_count;
  458. }
  459. uint32_t GpuInfo::transfer_queue_count() const
  460. {
  461. return d->transfer_queue_count;
  462. }
  463. bool GpuInfo::unified_compute_transfer_queue() const
  464. {
  465. return d->unified_compute_transfer_queue;
  466. }
  467. uint32_t GpuInfo::subgroup_size() const
  468. {
  469. return d->subgroup_size;
  470. }
  471. bool GpuInfo::support_subgroup_basic() const
  472. {
  473. return d->support_subgroup_basic;
  474. }
  475. bool GpuInfo::support_subgroup_vote() const
  476. {
  477. return d->support_subgroup_vote;
  478. }
  479. bool GpuInfo::support_subgroup_ballot() const
  480. {
  481. return d->support_subgroup_ballot;
  482. }
  483. bool GpuInfo::support_subgroup_shuffle() const
  484. {
  485. return d->support_subgroup_shuffle;
  486. }
  487. bool GpuInfo::bug_storage_buffer_no_l1() const
  488. {
  489. return d->bug_storage_buffer_no_l1;
  490. }
  491. bool GpuInfo::bug_corrupted_online_pipeline_cache() const
  492. {
  493. return d->bug_corrupted_online_pipeline_cache;
  494. }
  495. bool GpuInfo::bug_buffer_image_load_zero() const
  496. {
  497. return d->bug_buffer_image_load_zero;
  498. }
  499. bool GpuInfo::bug_implicit_fp16_arithmetic() const
  500. {
  501. return d->bug_implicit_fp16_arithmetic;
  502. }
  503. bool GpuInfo::support_fp16_packed() const
  504. {
  505. return d->support_fp16_packed;
  506. }
  507. bool GpuInfo::support_fp16_storage() const
  508. {
  509. return d->support_fp16_storage;
  510. }
  511. bool GpuInfo::support_fp16_arithmetic() const
  512. {
  513. return d->support_fp16_arithmetic;
  514. }
  515. bool GpuInfo::support_int8_packed() const
  516. {
  517. return d->support_int8_packed;
  518. }
  519. bool GpuInfo::support_int8_storage() const
  520. {
  521. return d->support_int8_storage;
  522. }
  523. bool GpuInfo::support_int8_arithmetic() const
  524. {
  525. return d->support_int8_arithmetic;
  526. }
  527. bool GpuInfo::support_ycbcr_conversion() const
  528. {
  529. return d->support_ycbcr_conversion;
  530. }
  531. bool GpuInfo::support_cooperative_matrix() const
  532. {
  533. return d->support_cooperative_matrix;
  534. }
  535. bool GpuInfo::support_cooperative_matrix_16_8_8() const
  536. {
  537. return d->support_cooperative_matrix_16_8_8;
  538. }
  539. bool GpuInfo::support_cooperative_matrix_16_8_16() const
  540. {
  541. return d->support_cooperative_matrix_16_8_16;
  542. }
  543. bool GpuInfo::support_cooperative_matrix_16_16_16() const
  544. {
  545. return d->support_cooperative_matrix_16_16_16;
  546. }
  547. int GpuInfo::support_VK_KHR_8bit_storage() const
  548. {
  549. return d->support_VK_KHR_8bit_storage;
  550. }
  551. int GpuInfo::support_VK_KHR_16bit_storage() const
  552. {
  553. return d->support_VK_KHR_16bit_storage;
  554. }
  555. int GpuInfo::support_VK_KHR_bind_memory2() const
  556. {
  557. return d->support_VK_KHR_bind_memory2;
  558. }
  559. int GpuInfo::support_VK_KHR_buffer_device_address() const
  560. {
  561. return d->support_VK_KHR_buffer_device_address;
  562. }
  563. int GpuInfo::support_VK_KHR_create_renderpass2() const
  564. {
  565. return d->support_VK_KHR_create_renderpass2;
  566. }
  567. int GpuInfo::support_VK_KHR_cooperative_matrix() const
  568. {
  569. return d->support_VK_KHR_cooperative_matrix;
  570. }
  571. int GpuInfo::support_VK_KHR_dedicated_allocation() const
  572. {
  573. return d->support_VK_KHR_dedicated_allocation;
  574. }
  575. int GpuInfo::support_VK_KHR_descriptor_update_template() const
  576. {
  577. return d->support_VK_KHR_descriptor_update_template;
  578. }
  579. int GpuInfo::support_VK_KHR_external_memory() const
  580. {
  581. return d->support_VK_KHR_external_memory;
  582. }
  583. int GpuInfo::support_VK_KHR_get_memory_requirements2() const
  584. {
  585. return d->support_VK_KHR_get_memory_requirements2;
  586. }
  587. int GpuInfo::support_VK_KHR_maintenance1() const
  588. {
  589. return d->support_VK_KHR_maintenance1;
  590. }
  591. int GpuInfo::support_VK_KHR_maintenance2() const
  592. {
  593. return d->support_VK_KHR_maintenance2;
  594. }
  595. int GpuInfo::support_VK_KHR_maintenance3() const
  596. {
  597. return d->support_VK_KHR_maintenance3;
  598. }
  599. int GpuInfo::support_VK_KHR_multiview() const
  600. {
  601. return d->support_VK_KHR_multiview;
  602. }
  603. int GpuInfo::support_VK_KHR_portability_subset() const
  604. {
  605. return d->support_VK_KHR_portability_subset;
  606. }
  607. int GpuInfo::support_VK_KHR_push_descriptor() const
  608. {
  609. return d->support_VK_KHR_push_descriptor;
  610. }
  611. int GpuInfo::support_VK_KHR_sampler_ycbcr_conversion() const
  612. {
  613. return d->support_VK_KHR_sampler_ycbcr_conversion;
  614. }
  615. int GpuInfo::support_VK_KHR_shader_float16_int8() const
  616. {
  617. return d->support_VK_KHR_shader_float16_int8;
  618. }
  619. int GpuInfo::support_VK_KHR_shader_float_controls() const
  620. {
  621. return d->support_VK_KHR_shader_float_controls;
  622. }
  623. int GpuInfo::support_VK_KHR_storage_buffer_storage_class() const
  624. {
  625. return d->support_VK_KHR_storage_buffer_storage_class;
  626. }
  627. int GpuInfo::support_VK_KHR_swapchain() const
  628. {
  629. return d->support_VK_KHR_swapchain;
  630. }
  631. int GpuInfo::support_VK_EXT_buffer_device_address() const
  632. {
  633. return d->support_VK_EXT_buffer_device_address;
  634. }
  635. int GpuInfo::support_VK_EXT_descriptor_indexing() const
  636. {
  637. return d->support_VK_EXT_descriptor_indexing;
  638. }
  639. int GpuInfo::support_VK_EXT_memory_budget() const
  640. {
  641. return d->support_VK_EXT_memory_budget;
  642. }
  643. int GpuInfo::support_VK_EXT_memory_priority() const
  644. {
  645. return d->support_VK_EXT_memory_priority;
  646. }
  647. int GpuInfo::support_VK_EXT_queue_family_foreign() const
  648. {
  649. return d->support_VK_EXT_queue_family_foreign;
  650. }
  651. int GpuInfo::support_VK_AMD_device_coherent_memory() const
  652. {
  653. return d->support_VK_AMD_device_coherent_memory;
  654. }
  655. #if __ANDROID_API__ >= 26
  656. int GpuInfo::support_VK_ANDROID_external_memory_android_hardware_buffer() const
  657. {
  658. return d->support_VK_ANDROID_external_memory_android_hardware_buffer;
  659. }
  660. #endif // __ANDROID_API__ >= 26
  661. int GpuInfo::support_VK_NV_cooperative_matrix() const
  662. {
  663. return d->support_VK_NV_cooperative_matrix;
  664. }
  665. static int init_instance_core()
  666. {
  667. vkAllocateCommandBuffers = (PFN_vkAllocateCommandBuffers)vkGetInstanceProcAddr(g_instance, "vkAllocateCommandBuffers");
  668. vkAllocateDescriptorSets = (PFN_vkAllocateDescriptorSets)vkGetInstanceProcAddr(g_instance, "vkAllocateDescriptorSets");
  669. vkAllocateMemory = (PFN_vkAllocateMemory)vkGetInstanceProcAddr(g_instance, "vkAllocateMemory");
  670. vkBeginCommandBuffer = (PFN_vkBeginCommandBuffer)vkGetInstanceProcAddr(g_instance, "vkBeginCommandBuffer");
  671. vkBindBufferMemory = (PFN_vkBindBufferMemory)vkGetInstanceProcAddr(g_instance, "vkBindBufferMemory");
  672. vkBindImageMemory = (PFN_vkBindImageMemory)vkGetInstanceProcAddr(g_instance, "vkBindImageMemory");
  673. vkCmdBeginQuery = (PFN_vkCmdBeginQuery)vkGetInstanceProcAddr(g_instance, "vkCmdBeginQuery");
  674. vkCmdBindDescriptorSets = (PFN_vkCmdBindDescriptorSets)vkGetInstanceProcAddr(g_instance, "vkCmdBindDescriptorSets");
  675. vkCmdBindIndexBuffer = (PFN_vkCmdBindIndexBuffer)vkGetInstanceProcAddr(g_instance, "vkCmdBindIndexBuffer");
  676. vkCmdBindPipeline = (PFN_vkCmdBindPipeline)vkGetInstanceProcAddr(g_instance, "vkCmdBindPipeline");
  677. vkCmdCopyBuffer = (PFN_vkCmdCopyBuffer)vkGetInstanceProcAddr(g_instance, "vkCmdCopyBuffer");
  678. vkCmdCopyBufferToImage = (PFN_vkCmdCopyBufferToImage)vkGetInstanceProcAddr(g_instance, "vkCmdCopyBufferToImage");
  679. vkCmdCopyImage = (PFN_vkCmdCopyImage)vkGetInstanceProcAddr(g_instance, "vkCmdCopyImage");
  680. vkCmdCopyImageToBuffer = (PFN_vkCmdCopyImageToBuffer)vkGetInstanceProcAddr(g_instance, "vkCmdCopyImageToBuffer");
  681. vkCmdCopyQueryPoolResults = (PFN_vkCmdCopyQueryPoolResults)vkGetInstanceProcAddr(g_instance, "vkCmdCopyQueryPoolResults");
  682. vkCmdDispatch = (PFN_vkCmdDispatch)vkGetInstanceProcAddr(g_instance, "vkCmdDispatch");
  683. vkCmdDispatchIndirect = (PFN_vkCmdDispatchIndirect)vkGetInstanceProcAddr(g_instance, "vkCmdDispatchIndirect");
  684. vkCmdEndQuery = (PFN_vkCmdEndQuery)vkGetInstanceProcAddr(g_instance, "vkCmdEndQuery");
  685. vkCmdExecuteCommands = (PFN_vkCmdExecuteCommands)vkGetInstanceProcAddr(g_instance, "vkCmdExecuteCommands");
  686. vkCmdFillBuffer = (PFN_vkCmdFillBuffer)vkGetInstanceProcAddr(g_instance, "vkCmdFillBuffer");
  687. vkCmdPipelineBarrier = (PFN_vkCmdPipelineBarrier)vkGetInstanceProcAddr(g_instance, "vkCmdPipelineBarrier");
  688. vkCmdPushConstants = (PFN_vkCmdPushConstants)vkGetInstanceProcAddr(g_instance, "vkCmdPushConstants");
  689. vkCmdResetQueryPool = (PFN_vkCmdResetQueryPool)vkGetInstanceProcAddr(g_instance, "vkCmdResetQueryPool");
  690. vkCmdResolveImage = (PFN_vkCmdResolveImage)vkGetInstanceProcAddr(g_instance, "vkCmdResolveImage");
  691. vkCmdUpdateBuffer = (PFN_vkCmdUpdateBuffer)vkGetInstanceProcAddr(g_instance, "vkCmdUpdateBuffer");
  692. vkCmdWriteTimestamp = (PFN_vkCmdWriteTimestamp)vkGetInstanceProcAddr(g_instance, "vkCmdWriteTimestamp");
  693. vkCreateBuffer = (PFN_vkCreateBuffer)vkGetInstanceProcAddr(g_instance, "vkCreateBuffer");
  694. vkCreateBufferView = (PFN_vkCreateBufferView)vkGetInstanceProcAddr(g_instance, "vkCreateBufferView");
  695. vkCreateCommandPool = (PFN_vkCreateCommandPool)vkGetInstanceProcAddr(g_instance, "vkCreateCommandPool");
  696. vkCreateComputePipelines = (PFN_vkCreateComputePipelines)vkGetInstanceProcAddr(g_instance, "vkCreateComputePipelines");
  697. vkCreateDescriptorPool = (PFN_vkCreateDescriptorPool)vkGetInstanceProcAddr(g_instance, "vkCreateDescriptorPool");
  698. vkCreateDescriptorSetLayout = (PFN_vkCreateDescriptorSetLayout)vkGetInstanceProcAddr(g_instance, "vkCreateDescriptorSetLayout");
  699. vkCreateDevice = (PFN_vkCreateDevice)vkGetInstanceProcAddr(g_instance, "vkCreateDevice");
  700. vkCreateFence = (PFN_vkCreateFence)vkGetInstanceProcAddr(g_instance, "vkCreateFence");
  701. vkCreateImage = (PFN_vkCreateImage)vkGetInstanceProcAddr(g_instance, "vkCreateImage");
  702. vkCreateImageView = (PFN_vkCreateImageView)vkGetInstanceProcAddr(g_instance, "vkCreateImageView");
  703. vkCreatePipelineCache = (PFN_vkCreatePipelineCache)vkGetInstanceProcAddr(g_instance, "vkCreatePipelineCache");
  704. vkCreatePipelineLayout = (PFN_vkCreatePipelineLayout)vkGetInstanceProcAddr(g_instance, "vkCreatePipelineLayout");
  705. vkCreateQueryPool = (PFN_vkCreateQueryPool)vkGetInstanceProcAddr(g_instance, "vkCreateQueryPool");
  706. vkCreateSampler = (PFN_vkCreateSampler)vkGetInstanceProcAddr(g_instance, "vkCreateSampler");
  707. vkCreateSemaphore = (PFN_vkCreateSemaphore)vkGetInstanceProcAddr(g_instance, "vkCreateSemaphore");
  708. vkCreateShaderModule = (PFN_vkCreateShaderModule)vkGetInstanceProcAddr(g_instance, "vkCreateShaderModule");
  709. vkDestroyBuffer = (PFN_vkDestroyBuffer)vkGetInstanceProcAddr(g_instance, "vkDestroyBuffer");
  710. vkDestroyBufferView = (PFN_vkDestroyBufferView)vkGetInstanceProcAddr(g_instance, "vkDestroyBufferView");
  711. vkDestroyCommandPool = (PFN_vkDestroyCommandPool)vkGetInstanceProcAddr(g_instance, "vkDestroyCommandPool");
  712. vkDestroyDescriptorPool = (PFN_vkDestroyDescriptorPool)vkGetInstanceProcAddr(g_instance, "vkDestroyDescriptorPool");
  713. vkDestroyDescriptorSetLayout = (PFN_vkDestroyDescriptorSetLayout)vkGetInstanceProcAddr(g_instance, "vkDestroyDescriptorSetLayout");
  714. vkDestroyDevice = (PFN_vkDestroyDevice)vkGetInstanceProcAddr(g_instance, "vkDestroyDevice");
  715. vkDestroyFence = (PFN_vkDestroyFence)vkGetInstanceProcAddr(g_instance, "vkDestroyFence");
  716. vkDestroyImage = (PFN_vkDestroyImage)vkGetInstanceProcAddr(g_instance, "vkDestroyImage");
  717. vkDestroyImageView = (PFN_vkDestroyImageView)vkGetInstanceProcAddr(g_instance, "vkDestroyImageView");
  718. vkDestroyInstance = (PFN_vkDestroyInstance)vkGetInstanceProcAddr(g_instance, "vkDestroyInstance");
  719. vkDestroyPipeline = (PFN_vkDestroyPipeline)vkGetInstanceProcAddr(g_instance, "vkDestroyPipeline");
  720. vkDestroyPipelineCache = (PFN_vkDestroyPipelineCache)vkGetInstanceProcAddr(g_instance, "vkDestroyPipelineCache");
  721. vkDestroyPipelineLayout = (PFN_vkDestroyPipelineLayout)vkGetInstanceProcAddr(g_instance, "vkDestroyPipelineLayout");
  722. vkDestroyQueryPool = (PFN_vkDestroyQueryPool)vkGetInstanceProcAddr(g_instance, "vkDestroyQueryPool");
  723. vkDestroySampler = (PFN_vkDestroySampler)vkGetInstanceProcAddr(g_instance, "vkDestroySampler");
  724. vkDestroySemaphore = (PFN_vkDestroySemaphore)vkGetInstanceProcAddr(g_instance, "vkDestroySemaphore");
  725. vkDestroyShaderModule = (PFN_vkDestroyShaderModule)vkGetInstanceProcAddr(g_instance, "vkDestroyShaderModule");
  726. vkDeviceWaitIdle = (PFN_vkDeviceWaitIdle)vkGetInstanceProcAddr(g_instance, "vkDeviceWaitIdle");
  727. vkEndCommandBuffer = (PFN_vkEndCommandBuffer)vkGetInstanceProcAddr(g_instance, "vkEndCommandBuffer");
  728. vkEnumerateDeviceExtensionProperties = (PFN_vkEnumerateDeviceExtensionProperties)vkGetInstanceProcAddr(g_instance, "vkEnumerateDeviceExtensionProperties");
  729. vkEnumerateDeviceLayerProperties = (PFN_vkEnumerateDeviceLayerProperties)vkGetInstanceProcAddr(g_instance, "vkEnumerateDeviceLayerProperties");
  730. vkEnumeratePhysicalDevices = (PFN_vkEnumeratePhysicalDevices)vkGetInstanceProcAddr(g_instance, "vkEnumeratePhysicalDevices");
  731. vkFlushMappedMemoryRanges = (PFN_vkFlushMappedMemoryRanges)vkGetInstanceProcAddr(g_instance, "vkFlushMappedMemoryRanges");
  732. vkFreeCommandBuffers = (PFN_vkFreeCommandBuffers)vkGetInstanceProcAddr(g_instance, "vkFreeCommandBuffers");
  733. vkFreeDescriptorSets = (PFN_vkFreeDescriptorSets)vkGetInstanceProcAddr(g_instance, "vkFreeDescriptorSets");
  734. vkFreeMemory = (PFN_vkFreeMemory)vkGetInstanceProcAddr(g_instance, "vkFreeMemory");
  735. vkGetBufferMemoryRequirements = (PFN_vkGetBufferMemoryRequirements)vkGetInstanceProcAddr(g_instance, "vkGetBufferMemoryRequirements");
  736. vkGetDeviceMemoryCommitment = (PFN_vkGetDeviceMemoryCommitment)vkGetInstanceProcAddr(g_instance, "vkGetDeviceMemoryCommitment");
  737. vkGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)vkGetInstanceProcAddr(g_instance, "vkGetDeviceProcAddr");
  738. vkGetDeviceQueue = (PFN_vkGetDeviceQueue)vkGetInstanceProcAddr(g_instance, "vkGetDeviceQueue");
  739. vkGetFenceStatus = (PFN_vkGetFenceStatus)vkGetInstanceProcAddr(g_instance, "vkGetFenceStatus");
  740. vkGetImageMemoryRequirements = (PFN_vkGetImageMemoryRequirements)vkGetInstanceProcAddr(g_instance, "vkGetImageMemoryRequirements");
  741. vkGetImageSubresourceLayout = (PFN_vkGetImageSubresourceLayout)vkGetInstanceProcAddr(g_instance, "vkGetImageSubresourceLayout");
  742. vkGetPhysicalDeviceFeatures = (PFN_vkGetPhysicalDeviceFeatures)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFeatures");
  743. vkGetPhysicalDeviceFormatProperties = (PFN_vkGetPhysicalDeviceFormatProperties)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFormatProperties");
  744. vkGetPhysicalDeviceImageFormatProperties = (PFN_vkGetPhysicalDeviceImageFormatProperties)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceImageFormatProperties");
  745. vkGetPhysicalDeviceMemoryProperties = (PFN_vkGetPhysicalDeviceMemoryProperties)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceMemoryProperties");
  746. vkGetPhysicalDeviceProperties = (PFN_vkGetPhysicalDeviceProperties)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceProperties");
  747. vkGetPhysicalDeviceQueueFamilyProperties = (PFN_vkGetPhysicalDeviceQueueFamilyProperties)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceQueueFamilyProperties");
  748. vkGetPipelineCacheData = (PFN_vkGetPipelineCacheData)vkGetInstanceProcAddr(g_instance, "vkGetPipelineCacheData");
  749. vkGetQueryPoolResults = (PFN_vkGetQueryPoolResults)vkGetInstanceProcAddr(g_instance, "vkGetQueryPoolResults");
  750. vkInvalidateMappedMemoryRanges = (PFN_vkInvalidateMappedMemoryRanges)vkGetInstanceProcAddr(g_instance, "vkInvalidateMappedMemoryRanges");
  751. vkMapMemory = (PFN_vkMapMemory)vkGetInstanceProcAddr(g_instance, "vkMapMemory");
  752. vkMergePipelineCaches = (PFN_vkMergePipelineCaches)vkGetInstanceProcAddr(g_instance, "vkMergePipelineCaches");
  753. vkQueueSubmit = (PFN_vkQueueSubmit)vkGetInstanceProcAddr(g_instance, "vkQueueSubmit");
  754. vkQueueWaitIdle = (PFN_vkQueueWaitIdle)vkGetInstanceProcAddr(g_instance, "vkQueueWaitIdle");
  755. vkResetCommandBuffer = (PFN_vkResetCommandBuffer)vkGetInstanceProcAddr(g_instance, "vkResetCommandBuffer");
  756. vkResetCommandPool = (PFN_vkResetCommandPool)vkGetInstanceProcAddr(g_instance, "vkResetCommandPool");
  757. vkResetDescriptorPool = (PFN_vkResetDescriptorPool)vkGetInstanceProcAddr(g_instance, "vkResetDescriptorPool");
  758. vkResetFences = (PFN_vkResetFences)vkGetInstanceProcAddr(g_instance, "vkResetFences");
  759. vkUnmapMemory = (PFN_vkUnmapMemory)vkGetInstanceProcAddr(g_instance, "vkUnmapMemory");
  760. vkUpdateDescriptorSets = (PFN_vkUpdateDescriptorSets)vkGetInstanceProcAddr(g_instance, "vkUpdateDescriptorSets");
  761. vkWaitForFences = (PFN_vkWaitForFences)vkGetInstanceProcAddr(g_instance, "vkWaitForFences");
  762. return 0;
  763. }
  764. static int init_instance_extension()
  765. {
  766. if (support_VK_KHR_external_memory_capabilities)
  767. {
  768. vkGetPhysicalDeviceExternalBufferPropertiesKHR = (PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceExternalBufferPropertiesKHR");
  769. }
  770. if (support_VK_KHR_get_physical_device_properties2)
  771. {
  772. vkGetPhysicalDeviceFeatures2KHR = (PFN_vkGetPhysicalDeviceFeatures2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFeatures2KHR");
  773. vkGetPhysicalDeviceProperties2KHR = (PFN_vkGetPhysicalDeviceProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceProperties2KHR");
  774. vkGetPhysicalDeviceFormatProperties2KHR = (PFN_vkGetPhysicalDeviceFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFormatProperties2KHR");
  775. vkGetPhysicalDeviceImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceImageFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceImageFormatProperties2KHR");
  776. vkGetPhysicalDeviceQueueFamilyProperties2KHR = (PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceQueueFamilyProperties2KHR");
  777. vkGetPhysicalDeviceMemoryProperties2KHR = (PFN_vkGetPhysicalDeviceMemoryProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceMemoryProperties2KHR");
  778. }
  779. if (support_VK_KHR_get_surface_capabilities2)
  780. {
  781. vkGetPhysicalDeviceSurfaceCapabilities2KHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceCapabilities2KHR");
  782. vkGetPhysicalDeviceSurfaceFormats2KHR = (PFN_vkGetPhysicalDeviceSurfaceFormats2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceFormats2KHR");
  783. }
  784. if (support_VK_KHR_surface)
  785. {
  786. vkDestroySurfaceKHR = (PFN_vkDestroySurfaceKHR)vkGetInstanceProcAddr(g_instance, "vkDestroySurfaceKHR");
  787. vkGetPhysicalDeviceSurfaceSupportKHR = (PFN_vkGetPhysicalDeviceSurfaceSupportKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceSupportKHR");
  788. vkGetPhysicalDeviceSurfaceCapabilitiesKHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR");
  789. vkGetPhysicalDeviceSurfaceFormatsKHR = (PFN_vkGetPhysicalDeviceSurfaceFormatsKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceFormatsKHR");
  790. vkGetPhysicalDeviceSurfacePresentModesKHR = (PFN_vkGetPhysicalDeviceSurfacePresentModesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfacePresentModesKHR");
  791. }
  792. #if __ANDROID_API__ >= 26
  793. if (support_VK_KHR_android_surface)
  794. {
  795. vkCreateAndroidSurfaceKHR = (PFN_vkCreateAndroidSurfaceKHR)vkGetInstanceProcAddr(g_instance, "vkCreateAndroidSurfaceKHR");
  796. }
  797. #endif // __ANDROID_API__ >= 26
  798. // VK_KHR_cooperative_matrix
  799. {
  800. vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR = (PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR");
  801. }
  802. // VK_NV_cooperative_matrix
  803. {
  804. vkGetPhysicalDeviceCooperativeMatrixPropertiesNV = (PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesNV)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceCooperativeMatrixPropertiesNV");
  805. }
  806. return 0;
  807. }
  808. #if ENABLE_VALIDATION_LAYER
  809. static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
  810. VkDebugUtilsMessageSeverityFlagBitsEXT /*messageSeverity*/,
  811. VkDebugUtilsMessageTypeFlagsEXT /*messageType*/,
  812. const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
  813. void* /*pUserData*/)
  814. {
  815. NCNN_LOGE("validation layer: %s", pCallbackData->pMessage);
  816. return VK_FALSE;
  817. }
  818. static VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pCallback)
  819. {
  820. PFN_vkCreateDebugUtilsMessengerEXT func = (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
  821. if (func)
  822. return func(instance, pCreateInfo, pAllocator, pCallback);
  823. return VK_ERROR_EXTENSION_NOT_PRESENT;
  824. }
  825. static void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT callback, const VkAllocationCallbacks* pAllocator)
  826. {
  827. PFN_vkDestroyDebugUtilsMessengerEXT func = (PFN_vkDestroyDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT");
  828. if (func)
  829. func(instance, callback, pAllocator);
  830. }
  831. #endif // ENABLE_VALIDATION_LAYER
  832. static uint32_t find_device_compute_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  833. {
  834. // first try, compute only queue
  835. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  836. {
  837. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  838. if ((queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  839. && !(queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  840. {
  841. return i;
  842. }
  843. }
  844. // second try, any queue with compute and graphics
  845. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  846. {
  847. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  848. if ((queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  849. && (queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  850. {
  851. return i;
  852. }
  853. }
  854. // third try, any queue with compute
  855. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  856. {
  857. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  858. if (queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  859. {
  860. return i;
  861. }
  862. }
  863. // NCNN_LOGE("no compute queue");
  864. return -1;
  865. }
  866. static uint32_t find_device_graphics_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  867. {
  868. // first try, graphics only queue
  869. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  870. {
  871. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  872. if ((queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  873. && !(queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT))
  874. {
  875. return i;
  876. }
  877. }
  878. // second try, any queue with graphics and compute
  879. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  880. {
  881. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  882. if ((queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  883. && (queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT))
  884. {
  885. return i;
  886. }
  887. }
  888. // third try, any queue with graphics
  889. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  890. {
  891. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  892. if (queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  893. {
  894. return i;
  895. }
  896. }
  897. // NCNN_LOGE("no graphics queue");
  898. return -1;
  899. }
  900. static uint32_t find_device_transfer_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  901. {
  902. // first try, transfer only queue
  903. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  904. {
  905. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  906. if ((queueFamilyProperty.queueFlags & VK_QUEUE_TRANSFER_BIT)
  907. && !(queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  908. && !(queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  909. {
  910. return i;
  911. }
  912. }
  913. // second try, any queue with transfer
  914. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  915. {
  916. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  917. if (queueFamilyProperty.queueFlags & VK_QUEUE_TRANSFER_BIT)
  918. {
  919. return i;
  920. }
  921. }
  922. // third try, use compute queue
  923. uint32_t compute_queue_index = find_device_compute_queue(queueFamilyProperties);
  924. if (compute_queue_index != (uint32_t)-1)
  925. {
  926. return compute_queue_index;
  927. }
  928. // fourth try, use graphics queue
  929. uint32_t graphics_queue_index = find_device_graphics_queue(queueFamilyProperties);
  930. if (graphics_queue_index != (uint32_t)-1)
  931. {
  932. return graphics_queue_index;
  933. }
  934. // NCNN_LOGE("no transfer queue");
  935. return -1;
  936. }
  937. static int find_default_vulkan_device_index()
  938. {
  939. // first try, discrete gpu
  940. for (int i = 0; i < g_gpu_count; i++)
  941. {
  942. if (g_gpu_infos[i]->type() == 0)
  943. return i;
  944. }
  945. // second try, integrated gpu
  946. for (int i = 0; i < g_gpu_count; i++)
  947. {
  948. if (g_gpu_infos[i]->type() == 1)
  949. return i;
  950. }
  951. // third try, any probed device
  952. if (g_gpu_count > 0)
  953. return 0;
  954. NCNN_LOGE("no vulkan device");
  955. return -1;
  956. }
  957. int create_gpu_instance(const char* driver_path)
  958. {
  959. destroy_gpu_instance();
  960. MutexLockGuard lock(g_instance_lock);
  961. if (g_instance.created != 0)
  962. return g_instance.instance ? 0 : -1;
  963. g_instance.created = 1;
  964. // NCNN_LOGE("create_gpu_instance");
  965. #if NCNN_SIMPLEVK
  966. // load vulkan driver
  967. {
  968. int ret = load_vulkan_driver(driver_path);
  969. if (ret != 0)
  970. {
  971. NCNN_LOGE("load vulkan driver failed");
  972. return -1;
  973. }
  974. }
  975. #else
  976. if (driver_path)
  977. {
  978. NCNN_LOGE("custom vulkan driver is not supported when NCNN_SIMPLEVK is off");
  979. NCNN_LOGE("will always use the system vulkan driver");
  980. }
  981. #endif // NCNN_SIMPLEVK
  982. VkResult ret;
  983. std::vector<const char*> enabledLayers;
  984. #if ENABLE_VALIDATION_LAYER
  985. uint32_t instanceLayerPropertyCount;
  986. ret = vkEnumerateInstanceLayerProperties(&instanceLayerPropertyCount, NULL);
  987. if (ret != VK_SUCCESS)
  988. {
  989. NCNN_LOGE("vkEnumerateInstanceLayerProperties failed %d", ret);
  990. return -1;
  991. }
  992. std::vector<VkLayerProperties> instanceLayerProperties(instanceLayerPropertyCount);
  993. ret = vkEnumerateInstanceLayerProperties(&instanceLayerPropertyCount, instanceLayerProperties.data());
  994. if (ret != VK_SUCCESS)
  995. {
  996. NCNN_LOGE("vkEnumerateInstanceLayerProperties failed %d", ret);
  997. return -1;
  998. }
  999. for (uint32_t i = 0; i < instanceLayerPropertyCount; i++)
  1000. {
  1001. const VkLayerProperties& lp = instanceLayerProperties[i];
  1002. // NCNN_LOGE("instance layer %s = %u", lp.layerName, lp.implementationVersion);
  1003. if (strcmp(lp.layerName, "VK_LAYER_LUNARG_standard_validation") == 0)
  1004. {
  1005. enabledLayers.push_back("VK_LAYER_LUNARG_standard_validation");
  1006. }
  1007. if (strcmp(lp.layerName, "VK_LAYER_LUNARG_parameter_validation") == 0)
  1008. {
  1009. enabledLayers.push_back("VK_LAYER_LUNARG_parameter_validation");
  1010. }
  1011. if (strcmp(lp.layerName, "VK_LAYER_KHRONOS_validation") == 0)
  1012. {
  1013. enabledLayers.push_back("VK_LAYER_KHRONOS_validation");
  1014. }
  1015. }
  1016. #endif // ENABLE_VALIDATION_LAYER
  1017. std::vector<const char*> enabledExtensions;
  1018. uint32_t instanceExtensionPropertyCount;
  1019. ret = vkEnumerateInstanceExtensionProperties(NULL, &instanceExtensionPropertyCount, NULL);
  1020. if (ret != VK_SUCCESS)
  1021. {
  1022. NCNN_LOGE("vkEnumerateInstanceExtensionProperties failed %d", ret);
  1023. return -1;
  1024. }
  1025. std::vector<VkExtensionProperties> instanceExtensionProperties(instanceExtensionPropertyCount);
  1026. ret = vkEnumerateInstanceExtensionProperties(NULL, &instanceExtensionPropertyCount, instanceExtensionProperties.data());
  1027. if (ret != VK_SUCCESS)
  1028. {
  1029. NCNN_LOGE("vkEnumerateInstanceExtensionProperties failed %d", ret);
  1030. return -1;
  1031. }
  1032. support_VK_KHR_get_physical_device_properties2 = 0;
  1033. support_VK_KHR_get_surface_capabilities2 = 0;
  1034. support_VK_KHR_portability_enumeration = 0;
  1035. support_VK_KHR_surface = 0;
  1036. support_VK_EXT_debug_utils = 0;
  1037. support_VK_EXT_validation_features = 0;
  1038. support_VK_EXT_validation_flags = 0;
  1039. #if __ANDROID_API__ >= 26
  1040. support_VK_KHR_android_surface = 0;
  1041. #endif // __ANDROID_API__ >= 26
  1042. for (uint32_t j = 0; j < instanceExtensionPropertyCount; j++)
  1043. {
  1044. const VkExtensionProperties& exp = instanceExtensionProperties[j];
  1045. // NCNN_LOGE("instance extension %s = %u", exp.extensionName, exp.specVersion);
  1046. if (strcmp(exp.extensionName, "VK_KHR_external_memory_capabilities") == 0)
  1047. support_VK_KHR_external_memory_capabilities = exp.specVersion;
  1048. else if (strcmp(exp.extensionName, "VK_KHR_get_physical_device_properties2") == 0)
  1049. support_VK_KHR_get_physical_device_properties2 = exp.specVersion;
  1050. else if (strcmp(exp.extensionName, "VK_KHR_get_surface_capabilities2") == 0)
  1051. support_VK_KHR_get_surface_capabilities2 = exp.specVersion;
  1052. else if (strcmp(exp.extensionName, "VK_KHR_portability_enumeration") == 0)
  1053. support_VK_KHR_portability_enumeration = exp.specVersion;
  1054. else if (strcmp(exp.extensionName, "VK_KHR_surface") == 0)
  1055. support_VK_KHR_surface = exp.specVersion;
  1056. else if (strcmp(exp.extensionName, "VK_EXT_debug_utils") == 0)
  1057. support_VK_EXT_debug_utils = exp.specVersion;
  1058. else if (strcmp(exp.extensionName, "VK_EXT_validation_features") == 0)
  1059. support_VK_EXT_validation_features = exp.specVersion;
  1060. else if (strcmp(exp.extensionName, "VK_EXT_validation_flags") == 0)
  1061. support_VK_EXT_validation_flags = exp.specVersion;
  1062. #if __ANDROID_API__ >= 26
  1063. else if (strcmp(exp.extensionName, "VK_KHR_android_surface") == 0)
  1064. support_VK_KHR_android_surface = exp.specVersion;
  1065. #endif // __ANDROID_API__ >= 26
  1066. }
  1067. if (support_VK_EXT_validation_features)
  1068. {
  1069. // we prefer the modern one
  1070. support_VK_EXT_validation_flags = 0;
  1071. }
  1072. if (support_VK_KHR_external_memory_capabilities)
  1073. enabledExtensions.push_back("VK_KHR_external_memory_capabilities");
  1074. if (support_VK_KHR_get_physical_device_properties2)
  1075. enabledExtensions.push_back("VK_KHR_get_physical_device_properties2");
  1076. if (support_VK_KHR_get_surface_capabilities2)
  1077. enabledExtensions.push_back("VK_KHR_get_surface_capabilities2");
  1078. if (support_VK_KHR_portability_enumeration)
  1079. enabledExtensions.push_back("VK_KHR_portability_enumeration");
  1080. if (support_VK_KHR_surface)
  1081. enabledExtensions.push_back("VK_KHR_surface");
  1082. #if ENABLE_VALIDATION_LAYER
  1083. if (support_VK_EXT_debug_utils)
  1084. enabledExtensions.push_back("VK_EXT_debug_utils");
  1085. if (support_VK_EXT_validation_features)
  1086. enabledExtensions.push_back("VK_EXT_validation_features");
  1087. if (support_VK_EXT_validation_flags)
  1088. enabledExtensions.push_back("VK_EXT_validation_flags");
  1089. #endif // ENABLE_VALIDATION_LAYER
  1090. #if __ANDROID_API__ >= 26
  1091. if (support_VK_KHR_android_surface)
  1092. enabledExtensions.push_back("VK_KHR_android_surface");
  1093. #endif // __ANDROID_API__ >= 26
  1094. uint32_t instance_api_version = VK_MAKE_VERSION(1, 0, 0);
  1095. typedef VkResult(VKAPI_PTR * PFN_vkEnumerateInstanceVersion)(uint32_t * pApiVersion);
  1096. PFN_vkEnumerateInstanceVersion vkEnumerateInstanceVersion = (PFN_vkEnumerateInstanceVersion)vkGetInstanceProcAddr(0, "vkEnumerateInstanceVersion");
  1097. if (vkEnumerateInstanceVersion)
  1098. {
  1099. ret = vkEnumerateInstanceVersion(&instance_api_version);
  1100. if (ret != VK_SUCCESS)
  1101. {
  1102. NCNN_LOGE("vkEnumerateInstanceVersion failed %d", ret);
  1103. return -1;
  1104. }
  1105. }
  1106. // 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));
  1107. VkApplicationInfo applicationInfo;
  1108. applicationInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
  1109. applicationInfo.pNext = 0;
  1110. applicationInfo.pApplicationName = "ncnn";
  1111. applicationInfo.applicationVersion = 0;
  1112. applicationInfo.pEngineName = "ncnn";
  1113. applicationInfo.engineVersion = 20201010;
  1114. applicationInfo.apiVersion = instance_api_version;
  1115. void* enabledExtensionFeatures = 0;
  1116. #if ENABLE_VALIDATION_LAYER
  1117. std::vector<VkValidationFeatureEnableEXT> enabledValidationFeature;
  1118. enabledValidationFeature.push_back(VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT);
  1119. enabledValidationFeature.push_back(VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_RESERVE_BINDING_SLOT_EXT);
  1120. enabledValidationFeature.push_back(VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT);
  1121. enabledValidationFeature.push_back(VK_VALIDATION_FEATURE_ENABLE_DEBUG_PRINTF_EXT);
  1122. enabledValidationFeature.push_back(VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT);
  1123. VkValidationFeaturesEXT validationFeatures;
  1124. validationFeatures.sType = VK_STRUCTURE_TYPE_VALIDATION_FEATURES_EXT;
  1125. validationFeatures.pNext = 0;
  1126. validationFeatures.enabledValidationFeatureCount = enabledValidationFeature.size();
  1127. validationFeatures.pEnabledValidationFeatures = enabledValidationFeature.data();
  1128. validationFeatures.disabledValidationFeatureCount = 0;
  1129. validationFeatures.pDisabledValidationFeatures = 0;
  1130. if (support_VK_EXT_validation_features)
  1131. {
  1132. validationFeatures.pNext = enabledExtensionFeatures;
  1133. enabledExtensionFeatures = &validationFeatures;
  1134. }
  1135. VkValidationFlagsEXT validationFlags;
  1136. validationFlags.sType = VK_STRUCTURE_TYPE_VALIDATION_FLAGS_EXT;
  1137. validationFlags.pNext = 0;
  1138. validationFlags.disabledValidationCheckCount = 0;
  1139. validationFlags.pDisabledValidationChecks = 0;
  1140. if (support_VK_EXT_validation_flags)
  1141. {
  1142. validationFlags.pNext = enabledExtensionFeatures;
  1143. enabledExtensionFeatures = &validationFlags;
  1144. }
  1145. #endif // ENABLE_VALIDATION_LAYER
  1146. VkInstanceCreateInfo instanceCreateInfo;
  1147. instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  1148. instanceCreateInfo.pNext = enabledExtensionFeatures;
  1149. instanceCreateInfo.flags = 0;
  1150. if (support_VK_KHR_portability_enumeration)
  1151. instanceCreateInfo.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
  1152. instanceCreateInfo.pApplicationInfo = &applicationInfo;
  1153. instanceCreateInfo.enabledLayerCount = enabledLayers.size();
  1154. instanceCreateInfo.ppEnabledLayerNames = enabledLayers.data();
  1155. instanceCreateInfo.enabledExtensionCount = enabledExtensions.size();
  1156. instanceCreateInfo.ppEnabledExtensionNames = enabledExtensions.data();
  1157. VkInstance instance = 0;
  1158. ret = vkCreateInstance(&instanceCreateInfo, 0, &instance);
  1159. if (ret != VK_SUCCESS)
  1160. {
  1161. NCNN_LOGE("vkCreateInstance failed %d", ret);
  1162. return -1;
  1163. }
  1164. g_instance.instance = instance;
  1165. init_instance_core();
  1166. #if ENABLE_VALIDATION_LAYER
  1167. if (support_VK_EXT_debug_utils)
  1168. {
  1169. VkDebugUtilsMessengerCreateInfoEXT createInfo = {};
  1170. createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
  1171. 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;
  1172. 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;
  1173. createInfo.pfnUserCallback = debugCallback;
  1174. createInfo.pUserData = 0;
  1175. ret = CreateDebugUtilsMessengerEXT(g_instance, &createInfo, NULL, &g_instance.callback);
  1176. if (ret != VK_SUCCESS)
  1177. {
  1178. NCNN_LOGE("CreateDebugUtilsMessengerEXT failed %d", ret);
  1179. return -1;
  1180. }
  1181. }
  1182. #endif // ENABLE_VALIDATION_LAYER
  1183. init_instance_extension();
  1184. uint32_t physicalDeviceCount = 0;
  1185. ret = vkEnumeratePhysicalDevices(g_instance, &physicalDeviceCount, 0);
  1186. if (ret != VK_SUCCESS)
  1187. {
  1188. NCNN_LOGE("vkEnumeratePhysicalDevices failed %d", ret);
  1189. return -1;
  1190. }
  1191. if (physicalDeviceCount > NCNN_MAX_GPU_COUNT)
  1192. physicalDeviceCount = NCNN_MAX_GPU_COUNT;
  1193. std::vector<VkPhysicalDevice> physicalDevices(physicalDeviceCount);
  1194. ret = vkEnumeratePhysicalDevices(g_instance, &physicalDeviceCount, physicalDevices.data());
  1195. if (ret != VK_SUCCESS)
  1196. {
  1197. NCNN_LOGE("vkEnumeratePhysicalDevices failed %d", ret);
  1198. return -1;
  1199. }
  1200. // find proper device and queue
  1201. int gpu_info_index = 0;
  1202. for (uint32_t i = 0; i < physicalDeviceCount; i++)
  1203. {
  1204. const VkPhysicalDevice& physicalDevice = physicalDevices[i];
  1205. delete g_gpu_infos[gpu_info_index];
  1206. g_gpu_infos[gpu_info_index] = new GpuInfo;
  1207. GpuInfoPrivate& gpu_info = *(g_gpu_infos[gpu_info_index]->d);
  1208. // device type
  1209. VkPhysicalDeviceProperties physicalDeviceProperties;
  1210. vkGetPhysicalDeviceProperties(physicalDevice, &physicalDeviceProperties);
  1211. // NCNN_LOGE("[%u] apiVersion = %u.%u.%u", i, VK_VERSION_MAJOR(physicalDeviceProperties.apiVersion),
  1212. // VK_VERSION_MINOR(physicalDeviceProperties.apiVersion), VK_VERSION_PATCH(physicalDeviceProperties.apiVersion));
  1213. // NCNN_LOGE("[%u] driverVersion = %u.%u.%u", i, VK_VERSION_MAJOR(physicalDeviceProperties.driverVersion),
  1214. // VK_VERSION_MINOR(physicalDeviceProperties.driverVersion), VK_VERSION_PATCH(physicalDeviceProperties.driverVersion));
  1215. // NCNN_LOGE("[%u] vendorID = %x", i, physicalDeviceProperties.vendorID);
  1216. // NCNN_LOGE("[%u] deviceID = %x", i, physicalDeviceProperties.deviceID);
  1217. // NCNN_LOGE("[%u] deviceType = %x", i, physicalDeviceProperties.deviceType);
  1218. // NCNN_LOGE("[%u] deviceName = %s", i, physicalDeviceProperties.deviceName);
  1219. // NCNN_LOGE("[%u] pipelineCacheUUID = %u", i, physicalDeviceProperties.pipelineCacheUUID);
  1220. // mali
  1221. // t760 = 0x13b5 0x7500001 / 0x7501000
  1222. // t860 = 0x13b5 0x8602000
  1223. // t880 = 0x13b5 0x8800020
  1224. // g31 = 0x13b5 0x70930000
  1225. // g51 = 0x13b5 0x70901010
  1226. // g52 = 0x13b5 0x74021000 / 0x72120000
  1227. // g71 = 0x13b5 0x60a00002
  1228. // g72 = 0x13b5 0x62210001
  1229. // g76 = 0x13b5 0x72110000
  1230. // g77 = 0x13b5 0x90800011
  1231. // adreno
  1232. // 506 = 0x5143 0x5000600
  1233. // 510 = 0x5143 0x5010000
  1234. // 512 = 0x5143 0x5010200
  1235. // 530 = 0x5143 0x5030004
  1236. // 540 = 0x5143 0x5040001
  1237. // 616 = 0x5143 0x6010600
  1238. // 630 = 0x5143 0x6030001
  1239. // 640 = 0x5143 0x6040001
  1240. // 650 = 0x5143 0x6050002
  1241. gpu_info.bug_storage_buffer_no_l1 = false;
  1242. gpu_info.bug_corrupted_online_pipeline_cache = false;
  1243. gpu_info.bug_implicit_fp16_arithmetic = false;
  1244. gpu_info.bug_buffer_image_load_zero = false;
  1245. if (physicalDeviceProperties.vendorID == 0x5143 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 0, 66))
  1246. {
  1247. // qcom adreno with old buggy driver cannot share created pipeline properly
  1248. gpu_info.bug_corrupted_online_pipeline_cache = true;
  1249. }
  1250. if (physicalDeviceProperties.vendorID == 0x5143 && !(physicalDeviceProperties.deviceID == 0x6040001 || physicalDeviceProperties.deviceID == 0x6050002))
  1251. {
  1252. // NOTE but qcom855/qcom855plus/qcom865 are known exceptions
  1253. // qcom adreno storage buffer without L1 cache
  1254. gpu_info.bug_storage_buffer_no_l1 = true;
  1255. }
  1256. if (physicalDeviceProperties.vendorID == 0x5143 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 1, 87))
  1257. {
  1258. // HACK buffer2image before image-read dependency does not work properly
  1259. // even promised with full image memory barrier on old adreno driver
  1260. // TODO figure out a proper workaround without hurt speed too much
  1261. // TODO only for old drivers
  1262. gpu_info.bug_buffer_image_load_zero = true;
  1263. }
  1264. if (physicalDeviceProperties.vendorID == 0x13b5
  1265. && (physicalDeviceProperties.deviceID == 0x7500001
  1266. || physicalDeviceProperties.deviceID == 0x7501000
  1267. || physicalDeviceProperties.deviceID == 0x8602000
  1268. || physicalDeviceProperties.deviceID == 0x8800020
  1269. || physicalDeviceProperties.deviceID == 0x70930000
  1270. || physicalDeviceProperties.deviceID == 0x70901010
  1271. || physicalDeviceProperties.deviceID == 0x72120000
  1272. || physicalDeviceProperties.deviceID == 0x74021000
  1273. || physicalDeviceProperties.deviceID == 0x60a00002
  1274. || physicalDeviceProperties.deviceID == 0x62210001))
  1275. {
  1276. // NOTE rk3288/rk3399/t880/g31/g51/g52/g71/g72
  1277. // however, g76/g77 has explicit fp16 arithmetic
  1278. // arm mali driver accept spirv with fp16 arithmetic
  1279. gpu_info.bug_implicit_fp16_arithmetic = true;
  1280. }
  1281. if (physicalDeviceProperties.vendorID == 0x5143
  1282. && (physicalDeviceProperties.deviceID == 0x6030001
  1283. || physicalDeviceProperties.deviceID == 0x6040001
  1284. || physicalDeviceProperties.deviceID == 0x6050002))
  1285. {
  1286. // TODO enable devices other than qcom845/qcom855/qcom855plus/qcom865
  1287. // qcom adreno driver accept spirv with fp16 arithmetic
  1288. gpu_info.bug_implicit_fp16_arithmetic = true;
  1289. }
  1290. gpu_info.physical_device = physicalDevice;
  1291. // info
  1292. gpu_info.api_version = physicalDeviceProperties.apiVersion;
  1293. gpu_info.driver_version = physicalDeviceProperties.driverVersion;
  1294. gpu_info.vendor_id = physicalDeviceProperties.vendorID;
  1295. gpu_info.device_id = physicalDeviceProperties.deviceID;
  1296. memcpy(gpu_info.device_name, physicalDeviceProperties.deviceName, VK_MAX_PHYSICAL_DEVICE_NAME_SIZE);
  1297. memcpy(gpu_info.pipeline_cache_uuid, physicalDeviceProperties.pipelineCacheUUID, VK_UUID_SIZE);
  1298. if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  1299. gpu_info.type = 0;
  1300. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU)
  1301. gpu_info.type = 1;
  1302. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU)
  1303. gpu_info.type = 2;
  1304. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_CPU)
  1305. gpu_info.type = 3;
  1306. else
  1307. gpu_info.type = -1;
  1308. // device capability
  1309. gpu_info.max_shared_memory_size = physicalDeviceProperties.limits.maxComputeSharedMemorySize;
  1310. gpu_info.max_workgroup_count_x = physicalDeviceProperties.limits.maxComputeWorkGroupCount[0];
  1311. gpu_info.max_workgroup_count_y = physicalDeviceProperties.limits.maxComputeWorkGroupCount[1];
  1312. gpu_info.max_workgroup_count_z = physicalDeviceProperties.limits.maxComputeWorkGroupCount[2];
  1313. gpu_info.max_workgroup_invocations = physicalDeviceProperties.limits.maxComputeWorkGroupInvocations;
  1314. gpu_info.max_workgroup_size_x = physicalDeviceProperties.limits.maxComputeWorkGroupSize[0];
  1315. gpu_info.max_workgroup_size_y = physicalDeviceProperties.limits.maxComputeWorkGroupSize[1];
  1316. gpu_info.max_workgroup_size_z = physicalDeviceProperties.limits.maxComputeWorkGroupSize[2];
  1317. gpu_info.memory_map_alignment = physicalDeviceProperties.limits.minMemoryMapAlignment;
  1318. gpu_info.buffer_offset_alignment = physicalDeviceProperties.limits.minStorageBufferOffsetAlignment;
  1319. gpu_info.non_coherent_atom_size = physicalDeviceProperties.limits.nonCoherentAtomSize;
  1320. gpu_info.buffer_image_granularity = physicalDeviceProperties.limits.bufferImageGranularity;
  1321. gpu_info.max_image_dimension_1d = physicalDeviceProperties.limits.maxImageDimension1D;
  1322. gpu_info.max_image_dimension_2d = physicalDeviceProperties.limits.maxImageDimension2D;
  1323. gpu_info.max_image_dimension_3d = physicalDeviceProperties.limits.maxImageDimension3D;
  1324. gpu_info.timestamp_period = physicalDeviceProperties.limits.timestampPeriod;
  1325. // NCNN_LOGE("[%u] max_shared_memory_size = %u", i, gpu_info.max_shared_memory_size);
  1326. // 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]);
  1327. // NCNN_LOGE("[%u] max_workgroup_invocations = %u", i, gpu_info.max_workgroup_invocations);
  1328. // 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]);
  1329. // NCNN_LOGE("[%u] memory_map_alignment = %lu", i, gpu_info.memory_map_alignment);
  1330. // NCNN_LOGE("[%u] buffer_offset_alignment = %lu", i, gpu_info.buffer_offset_alignment);
  1331. // find compute queue
  1332. uint32_t queueFamilyPropertiesCount;
  1333. vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, 0);
  1334. std::vector<VkQueueFamilyProperties> queueFamilyProperties(queueFamilyPropertiesCount);
  1335. vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, queueFamilyProperties.data());
  1336. gpu_info.compute_queue_family_index = find_device_compute_queue(queueFamilyProperties);
  1337. gpu_info.graphics_queue_family_index = find_device_graphics_queue(queueFamilyProperties);
  1338. gpu_info.transfer_queue_family_index = find_device_transfer_queue(queueFamilyProperties);
  1339. gpu_info.compute_queue_count = queueFamilyProperties[gpu_info.compute_queue_family_index].queueCount;
  1340. gpu_info.graphics_queue_count = queueFamilyProperties[gpu_info.graphics_queue_family_index].queueCount;
  1341. gpu_info.transfer_queue_count = queueFamilyProperties[gpu_info.transfer_queue_family_index].queueCount;
  1342. gpu_info.unified_compute_transfer_queue = gpu_info.compute_queue_family_index == gpu_info.transfer_queue_family_index;
  1343. // additional device properties
  1344. gpu_info.subgroup_size = 64;
  1345. gpu_info.support_subgroup_basic = false;
  1346. gpu_info.support_subgroup_vote = false;
  1347. gpu_info.support_subgroup_ballot = false;
  1348. gpu_info.support_subgroup_shuffle = false;
  1349. if (support_VK_KHR_get_physical_device_properties2)
  1350. {
  1351. void* queryDeviceProperties = 0;
  1352. // query subgroup
  1353. VkPhysicalDeviceSubgroupProperties physicalDeviceSubgroupProperties;
  1354. physicalDeviceSubgroupProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES;
  1355. physicalDeviceSubgroupProperties.pNext = queryDeviceProperties;
  1356. if (VK_VERSION_MAJOR(instance_api_version) >= 1 && VK_VERSION_MINOR(instance_api_version) >= 1)
  1357. {
  1358. queryDeviceProperties = &physicalDeviceSubgroupProperties;
  1359. }
  1360. VkPhysicalDeviceProperties2KHR queryProperties;
  1361. queryProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR;
  1362. queryProperties.pNext = queryDeviceProperties;
  1363. vkGetPhysicalDeviceProperties2KHR(physicalDevice, &queryProperties);
  1364. if (VK_VERSION_MAJOR(instance_api_version) >= 1 && VK_VERSION_MINOR(instance_api_version) >= 1)
  1365. {
  1366. gpu_info.subgroup_size = physicalDeviceSubgroupProperties.subgroupSize;
  1367. if (physicalDeviceSubgroupProperties.supportedStages & VK_SHADER_STAGE_COMPUTE_BIT)
  1368. {
  1369. gpu_info.support_subgroup_basic = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_BASIC_BIT;
  1370. gpu_info.support_subgroup_vote = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_VOTE_BIT;
  1371. gpu_info.support_subgroup_ballot = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_BALLOT_BIT;
  1372. gpu_info.support_subgroup_shuffle = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_SHUFFLE_BIT;
  1373. }
  1374. }
  1375. else
  1376. {
  1377. if (physicalDeviceProperties.vendorID == 0x5143) // qcom adreno prefer very large workgroup :P
  1378. gpu_info.subgroup_size = 128;
  1379. if (physicalDeviceProperties.vendorID == 0x13b5) // arm mali
  1380. gpu_info.subgroup_size = 16;
  1381. if (physicalDeviceProperties.vendorID == 0x1010) // imgtec powervr
  1382. gpu_info.subgroup_size = 32;
  1383. if (physicalDeviceProperties.vendorID == 0x1002) // amd
  1384. gpu_info.subgroup_size = 64;
  1385. if (physicalDeviceProperties.vendorID == 0x10de) // nvidia
  1386. gpu_info.subgroup_size = 32;
  1387. if (physicalDeviceProperties.vendorID == 0x8086) // intel
  1388. gpu_info.subgroup_size = 32;
  1389. }
  1390. }
  1391. // cache memory properties
  1392. vkGetPhysicalDeviceMemoryProperties(physicalDevice, &gpu_info.physical_device_memory_properties);
  1393. // get device extension
  1394. uint32_t deviceExtensionPropertyCount = 0;
  1395. ret = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionPropertyCount, NULL);
  1396. if (ret != VK_SUCCESS)
  1397. {
  1398. NCNN_LOGE("vkEnumerateDeviceExtensionProperties failed %d", ret);
  1399. return -1;
  1400. }
  1401. std::vector<VkExtensionProperties> deviceExtensionProperties(deviceExtensionPropertyCount);
  1402. ret = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionPropertyCount, deviceExtensionProperties.data());
  1403. if (ret != VK_SUCCESS)
  1404. {
  1405. NCNN_LOGE("vkEnumerateDeviceExtensionProperties failed %d", ret);
  1406. return -1;
  1407. }
  1408. // extension capability
  1409. gpu_info.support_VK_KHR_8bit_storage = 0;
  1410. gpu_info.support_VK_KHR_16bit_storage = 0;
  1411. gpu_info.support_VK_KHR_bind_memory2 = 0;
  1412. gpu_info.support_VK_KHR_buffer_device_address = 0;
  1413. gpu_info.support_VK_KHR_create_renderpass2 = 0;
  1414. gpu_info.support_VK_KHR_cooperative_matrix = 0;
  1415. gpu_info.support_VK_KHR_dedicated_allocation = 0;
  1416. gpu_info.support_VK_KHR_descriptor_update_template = 0;
  1417. gpu_info.support_VK_KHR_external_memory = 0;
  1418. gpu_info.support_VK_KHR_get_memory_requirements2 = 0;
  1419. gpu_info.support_VK_KHR_maintenance1 = 0;
  1420. gpu_info.support_VK_KHR_maintenance2 = 0;
  1421. gpu_info.support_VK_KHR_maintenance3 = 0;
  1422. gpu_info.support_VK_KHR_multiview = 0;
  1423. gpu_info.support_VK_KHR_portability_subset = 0;
  1424. gpu_info.support_VK_KHR_push_descriptor = 0;
  1425. gpu_info.support_VK_KHR_sampler_ycbcr_conversion = 0;
  1426. gpu_info.support_VK_KHR_shader_float16_int8 = 0;
  1427. gpu_info.support_VK_KHR_shader_float_controls = 0;
  1428. gpu_info.support_VK_KHR_storage_buffer_storage_class = 0;
  1429. gpu_info.support_VK_KHR_swapchain = 0;
  1430. gpu_info.support_VK_EXT_buffer_device_address = 0;
  1431. gpu_info.support_VK_EXT_descriptor_indexing = 0;
  1432. gpu_info.support_VK_EXT_memory_budget = 0;
  1433. gpu_info.support_VK_EXT_memory_priority = 0;
  1434. gpu_info.support_VK_EXT_queue_family_foreign = 0;
  1435. gpu_info.support_VK_AMD_device_coherent_memory = 0;
  1436. #if __ANDROID_API__ >= 26
  1437. gpu_info.support_VK_ANDROID_external_memory_android_hardware_buffer = 0;
  1438. #endif // __ANDROID_API__ >= 26
  1439. gpu_info.support_VK_NV_cooperative_matrix = 0;
  1440. for (uint32_t j = 0; j < deviceExtensionPropertyCount; j++)
  1441. {
  1442. const VkExtensionProperties& exp = deviceExtensionProperties[j];
  1443. // NCNN_LOGE("device extension %s = %u", exp.extensionName, exp.specVersion);
  1444. if (strcmp(exp.extensionName, "VK_KHR_8bit_storage") == 0)
  1445. gpu_info.support_VK_KHR_8bit_storage = exp.specVersion;
  1446. else if (strcmp(exp.extensionName, "VK_KHR_16bit_storage") == 0)
  1447. gpu_info.support_VK_KHR_16bit_storage = exp.specVersion;
  1448. else if (strcmp(exp.extensionName, "VK_KHR_bind_memory2") == 0)
  1449. gpu_info.support_VK_KHR_bind_memory2 = exp.specVersion;
  1450. else if (strcmp(exp.extensionName, "VK_KHR_buffer_device_address") == 0)
  1451. gpu_info.support_VK_KHR_buffer_device_address = exp.specVersion;
  1452. else if (strcmp(exp.extensionName, "VK_KHR_create_renderpass2") == 0)
  1453. gpu_info.support_VK_KHR_create_renderpass2 = exp.specVersion;
  1454. else if (strcmp(exp.extensionName, "VK_KHR_cooperative_matrix") == 0)
  1455. gpu_info.support_VK_KHR_cooperative_matrix = exp.specVersion;
  1456. else if (strcmp(exp.extensionName, "VK_KHR_dedicated_allocation") == 0)
  1457. gpu_info.support_VK_KHR_dedicated_allocation = exp.specVersion;
  1458. else if (strcmp(exp.extensionName, "VK_KHR_descriptor_update_template") == 0)
  1459. gpu_info.support_VK_KHR_descriptor_update_template = exp.specVersion;
  1460. else if (strcmp(exp.extensionName, "VK_KHR_external_memory") == 0)
  1461. gpu_info.support_VK_KHR_external_memory = exp.specVersion;
  1462. else if (strcmp(exp.extensionName, "VK_KHR_get_memory_requirements2") == 0)
  1463. gpu_info.support_VK_KHR_get_memory_requirements2 = exp.specVersion;
  1464. else if (strcmp(exp.extensionName, "VK_KHR_maintenance1") == 0)
  1465. gpu_info.support_VK_KHR_maintenance1 = exp.specVersion;
  1466. else if (strcmp(exp.extensionName, "VK_KHR_maintenance2") == 0)
  1467. gpu_info.support_VK_KHR_maintenance2 = exp.specVersion;
  1468. else if (strcmp(exp.extensionName, "VK_KHR_maintenance3") == 0)
  1469. gpu_info.support_VK_KHR_maintenance3 = exp.specVersion;
  1470. else if (strcmp(exp.extensionName, "VK_KHR_multiview") == 0)
  1471. gpu_info.support_VK_KHR_multiview = exp.specVersion;
  1472. else if (strcmp(exp.extensionName, "VK_KHR_portability_subset") == 0)
  1473. gpu_info.support_VK_KHR_portability_subset = exp.specVersion;
  1474. else if (strcmp(exp.extensionName, "VK_KHR_push_descriptor") == 0)
  1475. gpu_info.support_VK_KHR_push_descriptor = exp.specVersion;
  1476. else if (strcmp(exp.extensionName, "VK_KHR_sampler_ycbcr_conversion") == 0)
  1477. gpu_info.support_VK_KHR_sampler_ycbcr_conversion = exp.specVersion;
  1478. else if (strcmp(exp.extensionName, "VK_KHR_shader_float16_int8") == 0)
  1479. gpu_info.support_VK_KHR_shader_float16_int8 = exp.specVersion;
  1480. else if (strcmp(exp.extensionName, "VK_KHR_shader_float_controls") == 0)
  1481. gpu_info.support_VK_KHR_shader_float_controls = exp.specVersion;
  1482. else if (strcmp(exp.extensionName, "VK_KHR_storage_buffer_storage_class") == 0)
  1483. gpu_info.support_VK_KHR_storage_buffer_storage_class = exp.specVersion;
  1484. else if (strcmp(exp.extensionName, "VK_KHR_swapchain") == 0)
  1485. gpu_info.support_VK_KHR_swapchain = exp.specVersion;
  1486. else if (strcmp(exp.extensionName, "VK_EXT_buffer_device_address") == 0)
  1487. gpu_info.support_VK_EXT_buffer_device_address = exp.specVersion;
  1488. else if (strcmp(exp.extensionName, "VK_EXT_descriptor_indexing") == 0)
  1489. gpu_info.support_VK_EXT_descriptor_indexing = exp.specVersion;
  1490. else if (strcmp(exp.extensionName, "VK_EXT_memory_budget") == 0)
  1491. gpu_info.support_VK_EXT_memory_budget = exp.specVersion;
  1492. else if (strcmp(exp.extensionName, "VK_EXT_memory_priority") == 0)
  1493. gpu_info.support_VK_EXT_memory_priority = exp.specVersion;
  1494. else if (strcmp(exp.extensionName, "VK_EXT_queue_family_foreign") == 0)
  1495. gpu_info.support_VK_EXT_queue_family_foreign = exp.specVersion;
  1496. else if (strcmp(exp.extensionName, "VK_AMD_device_coherent_memory") == 0)
  1497. gpu_info.support_VK_AMD_device_coherent_memory = exp.specVersion;
  1498. #if __ANDROID_API__ >= 26
  1499. else if (strcmp(exp.extensionName, "VK_ANDROID_external_memory_android_hardware_buffer") == 0)
  1500. gpu_info.support_VK_ANDROID_external_memory_android_hardware_buffer = exp.specVersion;
  1501. #endif // __ANDROID_API__ >= 26
  1502. else if (strcmp(exp.extensionName, "VK_NV_cooperative_matrix") == 0)
  1503. gpu_info.support_VK_NV_cooperative_matrix = exp.specVersion;
  1504. }
  1505. if (gpu_info.support_VK_KHR_buffer_device_address)
  1506. {
  1507. // we prefer khr extension
  1508. gpu_info.support_VK_EXT_buffer_device_address = 0;
  1509. }
  1510. if (gpu_info.support_VK_KHR_cooperative_matrix)
  1511. {
  1512. // we prefer khr extension
  1513. gpu_info.support_VK_NV_cooperative_matrix = 0;
  1514. }
  1515. // check features
  1516. gpu_info.support_fp16_packed = true;
  1517. gpu_info.support_fp16_storage = false;
  1518. gpu_info.support_fp16_arithmetic = false;
  1519. gpu_info.support_int8_packed = true;
  1520. gpu_info.support_int8_storage = false;
  1521. gpu_info.support_int8_arithmetic = false;
  1522. gpu_info.support_ycbcr_conversion = false;
  1523. gpu_info.support_cooperative_matrix = false;
  1524. gpu_info.support_cooperative_matrix_16_8_8 = false;
  1525. gpu_info.support_cooperative_matrix_16_8_16 = false;
  1526. gpu_info.support_cooperative_matrix_16_16_16 = false;
  1527. if (support_VK_KHR_get_physical_device_properties2)
  1528. {
  1529. void* queryExtensionFeatures = 0;
  1530. // query int8 storage
  1531. VkPhysicalDevice8BitStorageFeaturesKHR query8BitStorageFeatures;
  1532. query8BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR;
  1533. query8BitStorageFeatures.pNext = 0;
  1534. if (gpu_info.support_VK_KHR_8bit_storage)
  1535. {
  1536. query8BitStorageFeatures.pNext = queryExtensionFeatures;
  1537. queryExtensionFeatures = &query8BitStorageFeatures;
  1538. }
  1539. // query fp16/int16 storage
  1540. VkPhysicalDevice16BitStorageFeaturesKHR query16BitStorageFeatures;
  1541. query16BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
  1542. query16BitStorageFeatures.pNext = 0;
  1543. if (gpu_info.support_VK_KHR_16bit_storage)
  1544. {
  1545. query16BitStorageFeatures.pNext = queryExtensionFeatures;
  1546. queryExtensionFeatures = &query16BitStorageFeatures;
  1547. }
  1548. // query fp16/int8 arithmetic
  1549. VkPhysicalDeviceFloat16Int8FeaturesKHR queryFloat16Int8Features;
  1550. queryFloat16Int8Features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR;
  1551. queryFloat16Int8Features.pNext = 0;
  1552. if (gpu_info.support_VK_KHR_shader_float16_int8)
  1553. {
  1554. queryFloat16Int8Features.pNext = queryExtensionFeatures;
  1555. queryExtensionFeatures = &queryFloat16Int8Features;
  1556. }
  1557. // query ycbcr_conversion
  1558. VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR querySamplerYcbcrConversionFeatures;
  1559. querySamplerYcbcrConversionFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR;
  1560. querySamplerYcbcrConversionFeatures.pNext = 0;
  1561. if (gpu_info.support_VK_KHR_sampler_ycbcr_conversion)
  1562. {
  1563. querySamplerYcbcrConversionFeatures.pNext = queryExtensionFeatures;
  1564. queryExtensionFeatures = &querySamplerYcbcrConversionFeatures;
  1565. }
  1566. // query cooperative_matrix
  1567. VkPhysicalDeviceCooperativeMatrixFeaturesKHR queryCooperativeMatrixFeatures;
  1568. queryCooperativeMatrixFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COOPERATIVE_MATRIX_FEATURES_KHR;
  1569. queryCooperativeMatrixFeatures.pNext = 0;
  1570. VkPhysicalDeviceCooperativeMatrixFeaturesNV queryCooperativeMatrixFeaturesNV;
  1571. queryCooperativeMatrixFeaturesNV.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COOPERATIVE_MATRIX_FEATURES_NV;
  1572. queryCooperativeMatrixFeaturesNV.pNext = 0;
  1573. if (gpu_info.support_VK_KHR_cooperative_matrix)
  1574. {
  1575. queryCooperativeMatrixFeatures.pNext = queryExtensionFeatures;
  1576. queryExtensionFeatures = &queryCooperativeMatrixFeatures;
  1577. }
  1578. else if (gpu_info.support_VK_NV_cooperative_matrix)
  1579. {
  1580. queryCooperativeMatrixFeaturesNV.pNext = queryExtensionFeatures;
  1581. queryExtensionFeatures = &queryCooperativeMatrixFeaturesNV;
  1582. }
  1583. VkPhysicalDeviceFeatures2KHR queryFeatures;
  1584. queryFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR;
  1585. queryFeatures.pNext = queryExtensionFeatures;
  1586. vkGetPhysicalDeviceFeatures2KHR(physicalDevice, &queryFeatures);
  1587. if (gpu_info.support_VK_KHR_8bit_storage)
  1588. {
  1589. gpu_info.support_int8_storage = query8BitStorageFeatures.storageBuffer8BitAccess;
  1590. }
  1591. if (gpu_info.support_VK_KHR_16bit_storage && queryFeatures.features.shaderStorageImageExtendedFormats)
  1592. {
  1593. // shaderStorageImageExtendedFormats enables r16f format in storage image
  1594. gpu_info.support_fp16_storage = query16BitStorageFeatures.storageBuffer16BitAccess;
  1595. }
  1596. if (gpu_info.support_VK_KHR_shader_float16_int8)
  1597. {
  1598. if (gpu_info.support_fp16_storage)
  1599. {
  1600. gpu_info.support_fp16_arithmetic = queryFloat16Int8Features.shaderFloat16 && query16BitStorageFeatures.uniformAndStorageBuffer16BitAccess;
  1601. }
  1602. else
  1603. {
  1604. gpu_info.support_fp16_arithmetic = queryFloat16Int8Features.shaderFloat16;
  1605. }
  1606. if (gpu_info.support_int8_storage)
  1607. {
  1608. gpu_info.support_int8_arithmetic = queryFloat16Int8Features.shaderInt8 && query8BitStorageFeatures.uniformAndStorageBuffer8BitAccess;
  1609. }
  1610. else
  1611. {
  1612. gpu_info.support_int8_arithmetic = queryFloat16Int8Features.shaderInt8;
  1613. }
  1614. }
  1615. if (gpu_info.support_VK_KHR_sampler_ycbcr_conversion)
  1616. {
  1617. gpu_info.support_ycbcr_conversion = querySamplerYcbcrConversionFeatures.samplerYcbcrConversion;
  1618. }
  1619. if (gpu_info.support_VK_KHR_cooperative_matrix)
  1620. {
  1621. gpu_info.support_cooperative_matrix = queryCooperativeMatrixFeatures.cooperativeMatrix;
  1622. }
  1623. else if (gpu_info.support_VK_NV_cooperative_matrix)
  1624. {
  1625. gpu_info.support_cooperative_matrix = queryCooperativeMatrixFeaturesNV.cooperativeMatrix;
  1626. }
  1627. }
  1628. else
  1629. {
  1630. // // TODO
  1631. // VkPhysicalDeviceFeatures features;
  1632. // vkGetPhysicalDeviceFeatures(physicalDevice, &features);
  1633. }
  1634. if (physicalDeviceProperties.vendorID == 0x13b5 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 0, 82))
  1635. {
  1636. // the 16bit_storage implementation of arm mali driver is buggy :[
  1637. gpu_info.support_fp16_storage = false;
  1638. }
  1639. if (physicalDeviceProperties.vendorID == 0x10002 && physicalDeviceProperties.deviceID == 0x70006214 && physicalDeviceProperties.apiVersion == VK_MAKE_VERSION(1, 1, 82))
  1640. {
  1641. // the 16bit_storage implementation of vivante gc1700 driver is buggy :[
  1642. gpu_info.support_fp16_storage = false;
  1643. }
  1644. if (gpu_info.bug_implicit_fp16_arithmetic)
  1645. {
  1646. // force capability on as long as the driver accept spirv with fp16 arithmetic :D
  1647. gpu_info.support_fp16_arithmetic = true;
  1648. }
  1649. if (physicalDeviceProperties.vendorID == 0x5143 && !gpu_info.support_fp16_storage)
  1650. {
  1651. // fp16 arithmetic yields wrong result on old adreno drivers :(
  1652. gpu_info.support_fp16_arithmetic = false;
  1653. }
  1654. if (gpu_info.support_cooperative_matrix)
  1655. {
  1656. // query supported cooperative matrix types and operations
  1657. if (gpu_info.support_VK_KHR_cooperative_matrix)
  1658. {
  1659. uint32_t propertyCount = 0;
  1660. ret = vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR(physicalDevice, &propertyCount, 0);
  1661. if (ret != VK_SUCCESS)
  1662. {
  1663. NCNN_LOGE("vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR failed %d", ret);
  1664. }
  1665. std::vector<VkCooperativeMatrixPropertiesKHR> properties(propertyCount);
  1666. ret = vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR(physicalDevice, &propertyCount, properties.data());
  1667. if (ret != VK_SUCCESS)
  1668. {
  1669. NCNN_LOGE("vkGetPhysicalDeviceCooperativeMatrixPropertiesKHR failed %d", ret);
  1670. }
  1671. for (uint32_t j = 0; j < properties.size(); j++)
  1672. {
  1673. const VkCooperativeMatrixPropertiesKHR& cmp = properties[j];
  1674. // NCNN_LOGE("cpm %2d %2d %2d %d %d %d %d %d", cmp.MSize, cmp.NSize, cmp.KSize, cmp.AType, cmp.BType, cmp.CType, cmp.ResultType, cmp.scope);
  1675. if (cmp.MSize == 16 && cmp.NSize == 8 && cmp.KSize == 8
  1676. && cmp.AType == VK_COMPONENT_TYPE_FLOAT16_KHR && cmp.BType == VK_COMPONENT_TYPE_FLOAT16_KHR
  1677. && cmp.CType == VK_COMPONENT_TYPE_FLOAT32_KHR && cmp.ResultType == VK_COMPONENT_TYPE_FLOAT32_KHR
  1678. && cmp.scope == VK_SCOPE_SUBGROUP_KHR)
  1679. {
  1680. gpu_info.support_cooperative_matrix_16_8_8 = true;
  1681. }
  1682. if (cmp.MSize == 16 && cmp.NSize == 8 && cmp.KSize == 16
  1683. && cmp.AType == VK_COMPONENT_TYPE_FLOAT16_KHR && cmp.BType == VK_COMPONENT_TYPE_FLOAT16_KHR
  1684. && cmp.CType == VK_COMPONENT_TYPE_FLOAT32_KHR && cmp.ResultType == VK_COMPONENT_TYPE_FLOAT32_KHR
  1685. && cmp.scope == VK_SCOPE_SUBGROUP_KHR)
  1686. {
  1687. gpu_info.support_cooperative_matrix_16_8_16 = true;
  1688. }
  1689. if (cmp.MSize == 16 && cmp.NSize == 16 && cmp.KSize == 16
  1690. && cmp.AType == VK_COMPONENT_TYPE_FLOAT16_KHR && cmp.BType == VK_COMPONENT_TYPE_FLOAT16_KHR
  1691. && cmp.CType == VK_COMPONENT_TYPE_FLOAT32_KHR && cmp.ResultType == VK_COMPONENT_TYPE_FLOAT32_KHR
  1692. && cmp.scope == VK_SCOPE_SUBGROUP_KHR)
  1693. {
  1694. gpu_info.support_cooperative_matrix_16_16_16 = true;
  1695. }
  1696. }
  1697. }
  1698. else
  1699. {
  1700. uint32_t propertyCount = 0;
  1701. ret = vkGetPhysicalDeviceCooperativeMatrixPropertiesNV(physicalDevice, &propertyCount, 0);
  1702. if (ret != VK_SUCCESS)
  1703. {
  1704. NCNN_LOGE("vkGetPhysicalDeviceCooperativeMatrixPropertiesNV failed %d", ret);
  1705. }
  1706. std::vector<VkCooperativeMatrixPropertiesNV> properties(propertyCount);
  1707. for (uint32_t j = 0; j < properties.size(); j++)
  1708. {
  1709. properties[j].sType = VK_STRUCTURE_TYPE_COOPERATIVE_MATRIX_PROPERTIES_NV;
  1710. properties[j].pNext = 0;
  1711. }
  1712. ret = vkGetPhysicalDeviceCooperativeMatrixPropertiesNV(physicalDevice, &propertyCount, properties.data());
  1713. if (ret != VK_SUCCESS)
  1714. {
  1715. NCNN_LOGE("vkGetPhysicalDeviceCooperativeMatrixPropertiesNV failed %d", ret);
  1716. }
  1717. for (uint32_t j = 0; j < properties.size(); j++)
  1718. {
  1719. const VkCooperativeMatrixPropertiesNV& cmp = properties[j];
  1720. // NCNN_LOGE("cpm %2d %2d %2d %d %d %d %d %d", cmp.MSize, cmp.NSize, cmp.KSize, cmp.AType, cmp.BType, cmp.CType, cmp.DType, cmp.scope);
  1721. if (cmp.MSize == 16 && cmp.NSize == 8 && cmp.KSize == 8
  1722. && cmp.AType == VK_COMPONENT_TYPE_FLOAT16_NV && cmp.BType == VK_COMPONENT_TYPE_FLOAT16_NV
  1723. && cmp.CType == VK_COMPONENT_TYPE_FLOAT32_NV && cmp.DType == VK_COMPONENT_TYPE_FLOAT32_NV
  1724. && cmp.scope == VK_SCOPE_SUBGROUP_NV)
  1725. {
  1726. gpu_info.support_cooperative_matrix_16_8_8 = true;
  1727. }
  1728. if (cmp.MSize == 16 && cmp.NSize == 8 && cmp.KSize == 16
  1729. && cmp.AType == VK_COMPONENT_TYPE_FLOAT16_NV && cmp.BType == VK_COMPONENT_TYPE_FLOAT16_NV
  1730. && cmp.CType == VK_COMPONENT_TYPE_FLOAT32_NV && cmp.DType == VK_COMPONENT_TYPE_FLOAT32_NV
  1731. && cmp.scope == VK_SCOPE_SUBGROUP_NV)
  1732. {
  1733. gpu_info.support_cooperative_matrix_16_8_16 = true;
  1734. }
  1735. if (cmp.MSize == 16 && cmp.NSize == 16 && cmp.KSize == 16
  1736. && cmp.AType == VK_COMPONENT_TYPE_FLOAT16_NV && cmp.BType == VK_COMPONENT_TYPE_FLOAT16_NV
  1737. && cmp.CType == VK_COMPONENT_TYPE_FLOAT32_NV && cmp.DType == VK_COMPONENT_TYPE_FLOAT32_NV
  1738. && cmp.scope == VK_SCOPE_SUBGROUP_NV)
  1739. {
  1740. gpu_info.support_cooperative_matrix_16_16_16 = true;
  1741. }
  1742. }
  1743. }
  1744. }
  1745. NCNN_LOGE("[%u %s] queueC=%u[%u] queueG=%u[%u] queueT=%u[%u]", i, physicalDeviceProperties.deviceName,
  1746. gpu_info.compute_queue_family_index, gpu_info.compute_queue_count,
  1747. gpu_info.graphics_queue_family_index, gpu_info.graphics_queue_count,
  1748. gpu_info.transfer_queue_family_index, gpu_info.transfer_queue_count);
  1749. NCNN_LOGE("[%u %s] bugsbn1=%d bugbilz=%d bugcopc=%d bugihfa=%d", i, physicalDeviceProperties.deviceName,
  1750. gpu_info.bug_storage_buffer_no_l1, gpu_info.bug_buffer_image_load_zero, gpu_info.bug_corrupted_online_pipeline_cache, gpu_info.bug_implicit_fp16_arithmetic);
  1751. NCNN_LOGE("[%u %s] fp16-p/s/a=%d/%d/%d int8-p/s/a=%d/%d/%d", i, physicalDeviceProperties.deviceName,
  1752. gpu_info.support_fp16_packed, gpu_info.support_fp16_storage, gpu_info.support_fp16_arithmetic,
  1753. gpu_info.support_int8_packed, gpu_info.support_int8_storage, gpu_info.support_int8_arithmetic);
  1754. NCNN_LOGE("[%u %s] subgroup=%u basic/vote/ballot/shuffle=%d/%d/%d/%d", i, physicalDeviceProperties.deviceName,
  1755. gpu_info.subgroup_size, gpu_info.support_subgroup_basic, gpu_info.support_subgroup_vote,
  1756. gpu_info.support_subgroup_ballot, gpu_info.support_subgroup_shuffle);
  1757. NCNN_LOGE("[%u %s] fp16-matrix-16_8_8/16_8_16/16_16_16=%d/%d/%d", i, physicalDeviceProperties.deviceName,
  1758. gpu_info.support_cooperative_matrix_16_8_8, gpu_info.support_cooperative_matrix_16_8_16,
  1759. gpu_info.support_cooperative_matrix_16_16_16);
  1760. gpu_info_index++;
  1761. }
  1762. g_gpu_count = gpu_info_index;
  1763. // the default gpu device
  1764. g_default_gpu_index = find_default_vulkan_device_index();
  1765. glslang::InitializeProcess();
  1766. return 0;
  1767. }
  1768. VkInstance get_gpu_instance()
  1769. {
  1770. return (VkInstance)g_instance;
  1771. }
  1772. void destroy_gpu_instance()
  1773. {
  1774. MutexLockGuard lock(g_instance_lock);
  1775. if (g_instance.created == 0)
  1776. return;
  1777. // NCNN_LOGE("destroy_gpu_instance");
  1778. glslang::FinalizeProcess();
  1779. for (int i = 0; i < NCNN_MAX_GPU_COUNT; i++)
  1780. {
  1781. delete g_default_vkdev[i];
  1782. g_default_vkdev[i] = 0;
  1783. delete g_gpu_infos[i];
  1784. g_gpu_infos[i] = 0;
  1785. }
  1786. #if ENABLE_VALIDATION_LAYER
  1787. if (support_VK_EXT_debug_utils)
  1788. {
  1789. DestroyDebugUtilsMessengerEXT(g_instance, g_instance.callback, NULL);
  1790. g_instance.callback = 0;
  1791. }
  1792. #endif // ENABLE_VALIDATION_LAYER
  1793. vkDestroyInstance(g_instance, 0);
  1794. g_instance.instance = 0;
  1795. #if NCNN_SIMPLEVK
  1796. unload_vulkan_driver();
  1797. #endif
  1798. g_instance.created = 0;
  1799. }
  1800. static void try_create_gpu_instance()
  1801. {
  1802. {
  1803. MutexLockGuard lock(g_instance_lock);
  1804. if (g_instance.created != 0)
  1805. return;
  1806. }
  1807. create_gpu_instance();
  1808. }
  1809. int get_gpu_count()
  1810. {
  1811. try_create_gpu_instance();
  1812. return g_gpu_count;
  1813. }
  1814. int get_default_gpu_index()
  1815. {
  1816. try_create_gpu_instance();
  1817. return g_default_gpu_index;
  1818. }
  1819. const GpuInfo& get_gpu_info(int device_index)
  1820. {
  1821. try_create_gpu_instance();
  1822. return *g_gpu_infos[device_index];
  1823. }
  1824. class VkDummyAllocator : public VkBlobAllocator
  1825. {
  1826. public:
  1827. // NOTE 16k is large enough I think ...
  1828. VkDummyAllocator(const VulkanDevice* _vkdev)
  1829. : VkBlobAllocator(_vkdev, 16 * 1024)
  1830. {
  1831. }
  1832. };
  1833. class VkDummyCompute : public VkCompute
  1834. {
  1835. public:
  1836. VkDummyCompute(const VulkanDevice* _vkdev)
  1837. : VkCompute(_vkdev)
  1838. {
  1839. }
  1840. void record_dummy(const VkMat& buffer)
  1841. {
  1842. barrier_readwrite(buffer);
  1843. }
  1844. void record_dummy(const VkImageMat& image)
  1845. {
  1846. barrier_readwrite(image);
  1847. }
  1848. void record_dummy_readonly(const VkImageMat& image)
  1849. {
  1850. barrier_readonly(image);
  1851. }
  1852. };
  1853. class VulkanDevicePrivate
  1854. {
  1855. public:
  1856. VulkanDevicePrivate(VulkanDevice* _vkdev)
  1857. : vkdev(_vkdev)
  1858. {
  1859. }
  1860. VulkanDevice* const vkdev;
  1861. // dummy buffer and image
  1862. int create_dummy_buffer_image();
  1863. void destroy_dummy_buffer_image();
  1864. // utility operator
  1865. 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;
  1866. void destroy_utility_operator();
  1867. VkDevice device;
  1868. // hardware queue
  1869. mutable std::vector<VkQueue> compute_queues;
  1870. mutable std::vector<VkQueue> graphics_queues;
  1871. mutable std::vector<VkQueue> transfer_queues;
  1872. mutable int free_compute_queue_count;
  1873. mutable int free_graphics_queue_count;
  1874. mutable int free_transfer_queue_count;
  1875. mutable Mutex compute_queue_lock;
  1876. mutable Mutex graphics_queue_lock;
  1877. mutable Mutex transfer_queue_lock;
  1878. mutable ConditionVariable compute_queue_condition;
  1879. mutable ConditionVariable graphics_queue_condition;
  1880. mutable ConditionVariable transfer_queue_condition;
  1881. // default blob allocator for each queue
  1882. mutable std::vector<VkAllocator*> blob_allocators;
  1883. mutable Mutex blob_allocator_lock;
  1884. // default staging allocator for each queue
  1885. mutable std::vector<VkAllocator*> staging_allocators;
  1886. mutable Mutex staging_allocator_lock;
  1887. // nearest sampler for texelfetch
  1888. VkSampler texelfetch_sampler;
  1889. // dummy buffer and image
  1890. VkAllocator* dummy_allocator;
  1891. VkMat dummy_buffer;
  1892. VkImageMat dummy_image;
  1893. VkImageMat dummy_image_readonly;
  1894. // device-wide pipeline cache
  1895. PipelineCache* pipeline_cache;
  1896. // utility operator
  1897. // from buffer | image
  1898. // to buffer | image
  1899. // from fp32-b/i | fp16p-b/i | fp16s-b/i
  1900. // to fp32-b/i | fp16p-b/i | fp16s-b/i
  1901. // to pack1 | pack4 | pack8
  1902. mutable ncnn::Packing_vulkan* uop_packing[2][2][3][3][3];
  1903. mutable Mutex uop_lock;
  1904. };
  1905. int VulkanDevicePrivate::create_dummy_buffer_image()
  1906. {
  1907. dummy_allocator = new VkDummyAllocator(vkdev);
  1908. dummy_buffer.create(1, 4u, dummy_allocator);
  1909. dummy_image.create(1, 4u, dummy_allocator);
  1910. #if __APPLE__
  1911. if (vkdev->info.type() == 0)
  1912. dummy_image_readonly.create(1, 4u, dummy_allocator);
  1913. #else
  1914. dummy_image_readonly.create(1, 4u, dummy_allocator);
  1915. #endif
  1916. VkDummyCompute cmd(vkdev);
  1917. cmd.record_dummy(dummy_buffer);
  1918. cmd.record_dummy(dummy_image);
  1919. #if __APPLE__
  1920. if (vkdev->info.type() == 0)
  1921. cmd.record_dummy_readonly(dummy_image_readonly);
  1922. #else
  1923. cmd.record_dummy_readonly(dummy_image_readonly);
  1924. #endif
  1925. return cmd.submit_and_wait();
  1926. }
  1927. void VulkanDevicePrivate::destroy_dummy_buffer_image()
  1928. {
  1929. dummy_buffer.release();
  1930. dummy_image.release();
  1931. #if __APPLE__
  1932. if (vkdev->info.type() == 0)
  1933. dummy_image_readonly.release();
  1934. #else
  1935. dummy_image_readonly.release();
  1936. #endif
  1937. delete dummy_allocator;
  1938. }
  1939. 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
  1940. {
  1941. MutexLockGuard lock(uop_lock);
  1942. 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];
  1943. if (cached_uop)
  1944. return cached_uop;
  1945. if ((cast_type_from_index == 1 && cast_type_to_index == 2) || (cast_type_from_index == 2 && cast_type_to_index == 1))
  1946. {
  1947. NCNN_LOGE("no fp16p to/from fp16s conversion");
  1948. return 0;
  1949. }
  1950. // create uop
  1951. Option opt;
  1952. opt.use_image_storage = (storage_type_from == 1 || storage_type_to == 1);
  1953. opt.use_fp16_packed = (cast_type_from_index == 1 || cast_type_to_index == 1);
  1954. opt.use_fp16_storage = (cast_type_from_index == 2 || cast_type_to_index == 2);
  1955. if (!vkdev->info.support_fp16_packed() && opt.use_fp16_packed)
  1956. {
  1957. NCNN_LOGE("cannot create uop with use_fp16_packed if not support_fp16_packed");
  1958. return 0;
  1959. }
  1960. if (!vkdev->info.support_fp16_storage() && opt.use_fp16_storage)
  1961. {
  1962. NCNN_LOGE("cannot create uop with use_fp16_storage if not support_fp16_storage");
  1963. return 0;
  1964. }
  1965. // fp16/int8 arithmetic are not necessary for packing
  1966. // and may conflict with storage options
  1967. opt.use_fp16_arithmetic = false;
  1968. opt.use_int8_arithmetic = false;
  1969. // enable pack8 for pack8to1/pack8to4
  1970. opt.use_shader_pack8 = true;
  1971. // do not enable spirv-1.3 from cooperative matrix
  1972. opt.use_cooperative_matrix = false;
  1973. opt.use_vulkan_compute = true;
  1974. // cache uop pipeline as device member explicitly
  1975. opt.pipeline_cache = 0;
  1976. ncnn::Packing_vulkan* uop = new ncnn::Packing_vulkan;
  1977. uop->vkdev = vkdev;
  1978. ncnn::ParamDict pd;
  1979. pd.set(0, packing_type_to_index == 0 ? 1 : packing_type_to_index == 1 ? 4 : 8); // out_elempack
  1980. pd.set(2, cast_type_from_index + 1); // 0=auto 1=fp32 2=fp16p 3=fp16s
  1981. pd.set(3, cast_type_to_index + 1);
  1982. pd.set(4, storage_type_from); // 0=buffer 1=image
  1983. pd.set(5, storage_type_to);
  1984. uop->load_param(pd);
  1985. uop->create_pipeline(opt);
  1986. uop_packing[storage_type_from][storage_type_to][cast_type_from_index][cast_type_to_index][packing_type_to_index] = uop;
  1987. return uop;
  1988. }
  1989. void VulkanDevicePrivate::destroy_utility_operator()
  1990. {
  1991. Option opt;
  1992. opt.use_vulkan_compute = true;
  1993. opt.use_fp16_arithmetic = false;
  1994. opt.use_int8_arithmetic = false;
  1995. opt.use_cooperative_matrix = false;
  1996. opt.pipeline_cache = 0;
  1997. // from buffer | image
  1998. // to buffer | image
  1999. for (int i0 = 0; i0 < 2; i0++)
  2000. {
  2001. for (int i1 = 0; i1 < 2; i1++)
  2002. {
  2003. opt.use_image_storage = (i0 == 1 || i1 == 1);
  2004. // from fp32-b/i | fp16p-b/i | fp16s-b/i
  2005. // to fp32-b/i | fp16p-b/i | fp16s-b/i
  2006. for (int j0 = 0; j0 < 3; j0++)
  2007. {
  2008. for (int j1 = 0; j1 < 3; j1++)
  2009. {
  2010. if ((j0 == 1 && j1 == 2) || (j0 == 2 && j1 == 1))
  2011. {
  2012. // no fp16p to/from fp16s conversion
  2013. continue;
  2014. }
  2015. opt.use_fp16_packed = (j0 == 1 || j1 == 1);
  2016. opt.use_fp16_storage = (j0 == 2 || j1 == 2);
  2017. if (!vkdev->info.support_fp16_packed() && opt.use_fp16_packed)
  2018. continue;
  2019. if (!vkdev->info.support_fp16_storage() && opt.use_fp16_storage)
  2020. continue;
  2021. // to pack1 | pack4 | pack8
  2022. for (int k = 0; k < 3; k++)
  2023. {
  2024. // enable pack8 for pack8to1/pack8to4
  2025. opt.use_shader_pack8 = true;
  2026. ncnn::Layer* uop = uop_packing[i0][i1][j0][j1][k];
  2027. if (!uop)
  2028. continue;
  2029. uop->destroy_pipeline(opt);
  2030. delete uop;
  2031. uop_packing[i0][i1][j0][j1][k] = 0;
  2032. }
  2033. }
  2034. }
  2035. }
  2036. }
  2037. }
  2038. VulkanDevice::VulkanDevice(int device_index)
  2039. : info(get_gpu_info(device_index)), d(new VulkanDevicePrivate(this))
  2040. {
  2041. try_create_gpu_instance();
  2042. std::vector<const char*> enabledExtensions;
  2043. if (info.support_VK_KHR_8bit_storage())
  2044. enabledExtensions.push_back("VK_KHR_8bit_storage");
  2045. if (info.support_VK_KHR_16bit_storage())
  2046. enabledExtensions.push_back("VK_KHR_16bit_storage");
  2047. if (info.support_VK_KHR_bind_memory2())
  2048. enabledExtensions.push_back("VK_KHR_bind_memory2");
  2049. if (info.support_VK_KHR_buffer_device_address())
  2050. enabledExtensions.push_back("VK_KHR_buffer_device_address");
  2051. if (info.support_VK_KHR_create_renderpass2())
  2052. enabledExtensions.push_back("VK_KHR_create_renderpass2");
  2053. if (info.support_VK_KHR_cooperative_matrix())
  2054. enabledExtensions.push_back("VK_KHR_cooperative_matrix");
  2055. if (info.support_VK_KHR_dedicated_allocation())
  2056. enabledExtensions.push_back("VK_KHR_dedicated_allocation");
  2057. if (info.support_VK_KHR_descriptor_update_template())
  2058. enabledExtensions.push_back("VK_KHR_descriptor_update_template");
  2059. if (info.support_VK_KHR_external_memory())
  2060. enabledExtensions.push_back("VK_KHR_external_memory");
  2061. if (info.support_VK_KHR_get_memory_requirements2())
  2062. enabledExtensions.push_back("VK_KHR_get_memory_requirements2");
  2063. if (info.support_VK_KHR_maintenance1())
  2064. enabledExtensions.push_back("VK_KHR_maintenance1");
  2065. if (info.support_VK_KHR_maintenance2())
  2066. enabledExtensions.push_back("VK_KHR_maintenance2");
  2067. if (info.support_VK_KHR_maintenance3())
  2068. enabledExtensions.push_back("VK_KHR_maintenance3");
  2069. if (info.support_VK_KHR_multiview())
  2070. enabledExtensions.push_back("VK_KHR_multiview");
  2071. if (info.support_VK_KHR_portability_subset())
  2072. enabledExtensions.push_back("VK_KHR_portability_subset");
  2073. if (info.support_VK_KHR_push_descriptor())
  2074. enabledExtensions.push_back("VK_KHR_push_descriptor");
  2075. if (info.support_VK_KHR_sampler_ycbcr_conversion())
  2076. enabledExtensions.push_back("VK_KHR_sampler_ycbcr_conversion");
  2077. if (info.support_VK_KHR_shader_float16_int8())
  2078. enabledExtensions.push_back("VK_KHR_shader_float16_int8");
  2079. if (info.support_VK_KHR_shader_float_controls())
  2080. enabledExtensions.push_back("VK_KHR_shader_float_controls");
  2081. if (info.support_VK_KHR_storage_buffer_storage_class())
  2082. enabledExtensions.push_back("VK_KHR_storage_buffer_storage_class");
  2083. if (info.support_VK_KHR_swapchain())
  2084. enabledExtensions.push_back("VK_KHR_swapchain");
  2085. if (info.support_VK_EXT_buffer_device_address())
  2086. enabledExtensions.push_back("VK_EXT_buffer_device_address");
  2087. if (info.support_VK_EXT_descriptor_indexing())
  2088. enabledExtensions.push_back("VK_EXT_descriptor_indexing");
  2089. if (info.support_VK_EXT_memory_budget())
  2090. enabledExtensions.push_back("VK_EXT_memory_budget");
  2091. if (info.support_VK_EXT_memory_priority())
  2092. enabledExtensions.push_back("VK_EXT_memory_priority");
  2093. if (info.support_VK_EXT_queue_family_foreign())
  2094. enabledExtensions.push_back("VK_EXT_queue_family_foreign");
  2095. if (info.support_VK_AMD_device_coherent_memory())
  2096. enabledExtensions.push_back("VK_AMD_device_coherent_memory");
  2097. #if __ANDROID_API__ >= 26
  2098. if (info.support_VK_ANDROID_external_memory_android_hardware_buffer())
  2099. enabledExtensions.push_back("VK_ANDROID_external_memory_android_hardware_buffer");
  2100. #endif // __ANDROID_API__ >= 26
  2101. if (info.support_VK_NV_cooperative_matrix())
  2102. enabledExtensions.push_back("VK_NV_cooperative_matrix");
  2103. void* enabledExtensionFeatures = 0;
  2104. // enable int8 storage
  2105. VkPhysicalDevice8BitStorageFeaturesKHR enabled8BitStorageFeatures;
  2106. enabled8BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR;
  2107. enabled8BitStorageFeatures.pNext = 0;
  2108. enabled8BitStorageFeatures.storageBuffer8BitAccess = info.support_int8_storage();
  2109. enabled8BitStorageFeatures.uniformAndStorageBuffer8BitAccess = info.support_int8_storage() && info.support_int8_arithmetic();
  2110. enabled8BitStorageFeatures.storagePushConstant8 = VK_FALSE;
  2111. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_8bit_storage())
  2112. {
  2113. enabled8BitStorageFeatures.pNext = enabledExtensionFeatures;
  2114. enabledExtensionFeatures = &enabled8BitStorageFeatures;
  2115. }
  2116. // enable fp16/int16 storage
  2117. VkPhysicalDevice16BitStorageFeaturesKHR enabled16BitStorageFeatures;
  2118. enabled16BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
  2119. enabled16BitStorageFeatures.pNext = 0;
  2120. enabled16BitStorageFeatures.storageBuffer16BitAccess = info.support_fp16_storage();
  2121. enabled16BitStorageFeatures.uniformAndStorageBuffer16BitAccess = info.support_fp16_storage() && info.support_fp16_arithmetic();
  2122. enabled16BitStorageFeatures.storagePushConstant16 = VK_FALSE;
  2123. enabled16BitStorageFeatures.storageInputOutput16 = VK_FALSE;
  2124. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_16bit_storage())
  2125. {
  2126. enabled16BitStorageFeatures.pNext = enabledExtensionFeatures;
  2127. enabledExtensionFeatures = &enabled16BitStorageFeatures;
  2128. }
  2129. // enable fp16/int8 arithmetic
  2130. VkPhysicalDeviceFloat16Int8FeaturesKHR enabledFloat16Int8Features;
  2131. enabledFloat16Int8Features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR;
  2132. enabledFloat16Int8Features.pNext = 0;
  2133. enabledFloat16Int8Features.shaderFloat16 = info.support_fp16_arithmetic();
  2134. enabledFloat16Int8Features.shaderInt8 = info.support_int8_arithmetic();
  2135. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_shader_float16_int8())
  2136. {
  2137. enabledFloat16Int8Features.pNext = enabledExtensionFeatures;
  2138. enabledExtensionFeatures = &enabledFloat16Int8Features;
  2139. }
  2140. // enable ycbcr conversion
  2141. VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR querySamplerYcbcrConversionFeatures;
  2142. querySamplerYcbcrConversionFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR;
  2143. querySamplerYcbcrConversionFeatures.pNext = 0;
  2144. querySamplerYcbcrConversionFeatures.samplerYcbcrConversion = info.support_ycbcr_conversion();
  2145. if (support_VK_KHR_get_physical_device_properties2 && info.support_ycbcr_conversion())
  2146. {
  2147. querySamplerYcbcrConversionFeatures.pNext = enabledExtensionFeatures;
  2148. enabledExtensionFeatures = &querySamplerYcbcrConversionFeatures;
  2149. }
  2150. // enable cooperative matrix
  2151. VkPhysicalDeviceCooperativeMatrixFeaturesKHR queryCooperativeMatrixFeatures;
  2152. queryCooperativeMatrixFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COOPERATIVE_MATRIX_FEATURES_KHR;
  2153. queryCooperativeMatrixFeatures.pNext = 0;
  2154. queryCooperativeMatrixFeatures.cooperativeMatrix = info.support_cooperative_matrix();
  2155. queryCooperativeMatrixFeatures.cooperativeMatrixRobustBufferAccess = VK_FALSE;
  2156. VkPhysicalDeviceCooperativeMatrixFeaturesNV queryCooperativeMatrixFeaturesNV;
  2157. queryCooperativeMatrixFeaturesNV.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COOPERATIVE_MATRIX_FEATURES_NV;
  2158. queryCooperativeMatrixFeaturesNV.pNext = 0;
  2159. queryCooperativeMatrixFeaturesNV.cooperativeMatrix = info.support_cooperative_matrix();
  2160. queryCooperativeMatrixFeaturesNV.cooperativeMatrixRobustBufferAccess = VK_FALSE;
  2161. if (support_VK_KHR_get_physical_device_properties2 && info.support_cooperative_matrix())
  2162. {
  2163. if (info.support_VK_KHR_cooperative_matrix())
  2164. {
  2165. queryCooperativeMatrixFeatures.pNext = enabledExtensionFeatures;
  2166. enabledExtensionFeatures = &queryCooperativeMatrixFeatures;
  2167. }
  2168. else
  2169. {
  2170. queryCooperativeMatrixFeaturesNV.pNext = enabledExtensionFeatures;
  2171. enabledExtensionFeatures = &queryCooperativeMatrixFeaturesNV;
  2172. }
  2173. }
  2174. std::vector<float> compute_queue_priorities(info.compute_queue_count(), 1.f); // 0.f ~ 1.f
  2175. std::vector<float> graphics_queue_priorities(info.graphics_queue_count(), 1.f); // 0.f ~ 1.f
  2176. std::vector<float> transfer_queue_priorities(info.transfer_queue_count(), 1.f); // 0.f ~ 1.f
  2177. VkDeviceQueueCreateInfo deviceQueueCreateInfos[3];
  2178. VkDeviceQueueCreateInfo deviceComputeQueueCreateInfo;
  2179. deviceComputeQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  2180. deviceComputeQueueCreateInfo.pNext = 0;
  2181. deviceComputeQueueCreateInfo.flags = 0;
  2182. deviceComputeQueueCreateInfo.queueFamilyIndex = info.compute_queue_family_index();
  2183. deviceComputeQueueCreateInfo.queueCount = info.compute_queue_count();
  2184. deviceComputeQueueCreateInfo.pQueuePriorities = compute_queue_priorities.data();
  2185. VkDeviceQueueCreateInfo deviceGraphicsQueueCreateInfo;
  2186. deviceGraphicsQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  2187. deviceGraphicsQueueCreateInfo.pNext = 0;
  2188. deviceGraphicsQueueCreateInfo.flags = 0;
  2189. deviceGraphicsQueueCreateInfo.queueFamilyIndex = info.graphics_queue_family_index();
  2190. deviceGraphicsQueueCreateInfo.queueCount = info.graphics_queue_count();
  2191. deviceGraphicsQueueCreateInfo.pQueuePriorities = graphics_queue_priorities.data();
  2192. VkDeviceQueueCreateInfo deviceTransferQueueCreateInfo;
  2193. deviceTransferQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  2194. deviceTransferQueueCreateInfo.pNext = 0;
  2195. deviceTransferQueueCreateInfo.flags = 0;
  2196. deviceTransferQueueCreateInfo.queueFamilyIndex = info.transfer_queue_family_index();
  2197. deviceTransferQueueCreateInfo.queueCount = info.transfer_queue_count();
  2198. deviceTransferQueueCreateInfo.pQueuePriorities = transfer_queue_priorities.data();
  2199. VkDeviceCreateInfo deviceCreateInfo;
  2200. deviceCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  2201. deviceCreateInfo.pNext = enabledExtensionFeatures;
  2202. deviceCreateInfo.flags = 0;
  2203. if (info.compute_queue_family_index() == info.graphics_queue_family_index() && info.compute_queue_family_index() == info.transfer_queue_family_index())
  2204. {
  2205. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  2206. deviceCreateInfo.queueCreateInfoCount = 1;
  2207. }
  2208. else if (info.compute_queue_family_index() == info.graphics_queue_family_index() && info.compute_queue_family_index() != info.transfer_queue_family_index())
  2209. {
  2210. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  2211. deviceQueueCreateInfos[1] = deviceTransferQueueCreateInfo;
  2212. deviceCreateInfo.queueCreateInfoCount = 2;
  2213. }
  2214. else if (info.compute_queue_family_index() != info.graphics_queue_family_index() && info.graphics_queue_family_index() == info.transfer_queue_family_index())
  2215. {
  2216. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  2217. deviceQueueCreateInfos[1] = deviceGraphicsQueueCreateInfo;
  2218. deviceCreateInfo.queueCreateInfoCount = 2;
  2219. }
  2220. else // if (info.compute_queue_family_index() != info.graphics_queue_family_index() && info.graphics_queue_family_index() != info.transfer_queue_family_index())
  2221. {
  2222. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  2223. deviceQueueCreateInfos[1] = deviceGraphicsQueueCreateInfo;
  2224. deviceQueueCreateInfos[2] = deviceTransferQueueCreateInfo;
  2225. deviceCreateInfo.queueCreateInfoCount = 3;
  2226. }
  2227. deviceCreateInfo.pQueueCreateInfos = deviceQueueCreateInfos;
  2228. deviceCreateInfo.enabledLayerCount = 0;
  2229. deviceCreateInfo.ppEnabledLayerNames = 0;
  2230. deviceCreateInfo.enabledExtensionCount = enabledExtensions.size();
  2231. deviceCreateInfo.ppEnabledExtensionNames = enabledExtensions.data();
  2232. deviceCreateInfo.pEnabledFeatures = 0; // VkPhysicalDeviceFeatures pointer
  2233. VkResult ret = vkCreateDevice(info.physical_device(), &deviceCreateInfo, 0, &d->device);
  2234. if (ret != VK_SUCCESS)
  2235. {
  2236. NCNN_LOGE("vkCreateDevice failed %d", ret);
  2237. }
  2238. init_device_extension();
  2239. d->free_compute_queue_count = 0;
  2240. d->free_graphics_queue_count = 0;
  2241. d->free_transfer_queue_count = 0;
  2242. d->free_compute_queue_count = info.compute_queue_count();
  2243. d->compute_queues.resize(info.compute_queue_count());
  2244. d->blob_allocators.resize(info.compute_queue_count());
  2245. d->staging_allocators.resize(info.compute_queue_count());
  2246. for (uint32_t i = 0; i < info.compute_queue_count(); i++)
  2247. {
  2248. vkGetDeviceQueue(d->device, info.compute_queue_family_index(), i, &d->compute_queues[i]);
  2249. d->blob_allocators[i] = new VkBlobAllocator(this);
  2250. d->staging_allocators[i] = new VkStagingAllocator(this);
  2251. }
  2252. if (info.compute_queue_family_index() != info.graphics_queue_family_index())
  2253. {
  2254. d->free_graphics_queue_count = info.graphics_queue_count();
  2255. d->graphics_queues.resize(info.graphics_queue_count());
  2256. for (uint32_t i = 0; i < info.graphics_queue_count(); i++)
  2257. {
  2258. vkGetDeviceQueue(d->device, info.graphics_queue_family_index(), i, &d->graphics_queues[i]);
  2259. }
  2260. }
  2261. if (info.compute_queue_family_index() != info.transfer_queue_family_index() && info.graphics_queue_family_index() != info.transfer_queue_family_index())
  2262. {
  2263. d->free_transfer_queue_count = info.transfer_queue_count();
  2264. d->transfer_queues.resize(info.transfer_queue_count());
  2265. for (uint32_t i = 0; i < info.transfer_queue_count(); i++)
  2266. {
  2267. vkGetDeviceQueue(d->device, info.transfer_queue_family_index(), i, &d->transfer_queues[i]);
  2268. }
  2269. }
  2270. // prepare immutable texelfetch sampler
  2271. {
  2272. VkSamplerCreateInfo samplerCreateInfo;
  2273. samplerCreateInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
  2274. samplerCreateInfo.pNext = 0;
  2275. samplerCreateInfo.flags = 0;
  2276. samplerCreateInfo.magFilter = VK_FILTER_NEAREST;
  2277. samplerCreateInfo.minFilter = VK_FILTER_NEAREST;
  2278. samplerCreateInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
  2279. samplerCreateInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  2280. samplerCreateInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  2281. samplerCreateInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  2282. samplerCreateInfo.mipLodBias = 0.0f;
  2283. samplerCreateInfo.anisotropyEnable = VK_FALSE;
  2284. samplerCreateInfo.maxAnisotropy = 1;
  2285. samplerCreateInfo.compareEnable = VK_FALSE;
  2286. samplerCreateInfo.compareOp = VK_COMPARE_OP_NEVER;
  2287. samplerCreateInfo.minLod = 0.0f;
  2288. samplerCreateInfo.maxLod = 0.0f;
  2289. samplerCreateInfo.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
  2290. samplerCreateInfo.unnormalizedCoordinates = VK_TRUE;
  2291. d->texelfetch_sampler = 0;
  2292. ret = vkCreateSampler(d->device, &samplerCreateInfo, 0, &d->texelfetch_sampler);
  2293. if (ret != VK_SUCCESS)
  2294. {
  2295. NCNN_LOGE("vkCreateSampler failed %d", ret);
  2296. }
  2297. }
  2298. int cret = d->create_dummy_buffer_image();
  2299. if (cret != 0)
  2300. {
  2301. NCNN_LOGE("VulkanDevice create_dummy_buffer_image failed %d", cret);
  2302. }
  2303. d->pipeline_cache = new PipelineCache(this);
  2304. memset(d->uop_packing, 0, sizeof(d->uop_packing));
  2305. }
  2306. VulkanDevice::~VulkanDevice()
  2307. {
  2308. d->destroy_utility_operator();
  2309. d->destroy_dummy_buffer_image();
  2310. if (d->texelfetch_sampler)
  2311. {
  2312. vkDestroySampler(d->device, d->texelfetch_sampler, 0);
  2313. }
  2314. for (size_t i = 0; i < d->blob_allocators.size(); i++)
  2315. {
  2316. delete d->blob_allocators[i];
  2317. }
  2318. d->blob_allocators.clear();
  2319. for (size_t i = 0; i < d->staging_allocators.size(); i++)
  2320. {
  2321. delete d->staging_allocators[i];
  2322. }
  2323. d->staging_allocators.clear();
  2324. delete d->pipeline_cache;
  2325. vkDestroyDevice(d->device, 0);
  2326. delete d;
  2327. }
  2328. VulkanDevice::VulkanDevice(const VulkanDevice&)
  2329. : info(get_gpu_info(0)), d(0)
  2330. {
  2331. }
  2332. VulkanDevice& VulkanDevice::operator=(const VulkanDevice&)
  2333. {
  2334. return *this;
  2335. }
  2336. VkDevice VulkanDevice::vkdevice() const
  2337. {
  2338. return d->device;
  2339. }
  2340. VkShaderModule VulkanDevice::compile_shader_module(const uint32_t* spv_data, size_t spv_data_size) const
  2341. {
  2342. VkShaderModuleCreateInfo shaderModuleCreateInfo;
  2343. shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
  2344. shaderModuleCreateInfo.pNext = 0;
  2345. shaderModuleCreateInfo.flags = 0;
  2346. shaderModuleCreateInfo.codeSize = spv_data_size;
  2347. shaderModuleCreateInfo.pCode = spv_data;
  2348. VkShaderModule shader_module;
  2349. VkResult ret = vkCreateShaderModule(d->device, &shaderModuleCreateInfo, 0, &shader_module);
  2350. if (ret != VK_SUCCESS)
  2351. {
  2352. NCNN_LOGE("vkCreateShaderModule failed %d", ret);
  2353. return 0;
  2354. }
  2355. return shader_module;
  2356. }
  2357. 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)
  2358. {
  2359. uint32_t local_size_x_id = -1;
  2360. uint32_t local_size_y_id = -1;
  2361. uint32_t local_size_z_id = -1;
  2362. uint32_t gl_WorkGroupSize_id = -1;
  2363. const uint32_t* p = code;
  2364. uint32_t* dp = dstcode;
  2365. // skip magic version generator bound schema
  2366. memcpy(dp, p, 5 * sizeof(uint32_t));
  2367. p += 5;
  2368. dp += 5;
  2369. // foreach op
  2370. while ((const unsigned char*)p < (const unsigned char*)code + size)
  2371. {
  2372. uint32_t opcode = p[0];
  2373. uint16_t wordcount = opcode >> 16;
  2374. uint16_t op = opcode & 0xffff;
  2375. if (op == 16) // OpExecutionMode
  2376. {
  2377. uint32_t mode = p[2];
  2378. if (mode == 17) // LocalSize
  2379. {
  2380. memcpy(dp, p, wordcount * sizeof(uint32_t));
  2381. // set local_size_xyz
  2382. dp[3] = local_size_x;
  2383. dp[4] = local_size_y;
  2384. dp[5] = local_size_z;
  2385. p += wordcount;
  2386. dp += wordcount;
  2387. continue;
  2388. }
  2389. }
  2390. else if (op == 50) // OpSpecConstant
  2391. {
  2392. uint32_t id = p[2];
  2393. if (id == local_size_x_id || id == local_size_y_id || id == local_size_z_id)
  2394. {
  2395. p += wordcount;
  2396. continue;
  2397. }
  2398. }
  2399. else if (op == 51) // OpSpecConstantComposite
  2400. {
  2401. uint32_t id = p[2];
  2402. if (id == gl_WorkGroupSize_id)
  2403. {
  2404. if (wordcount == 6 && (p[3] == local_size_x_id || p[4] == local_size_y_id || p[5] == local_size_z_id))
  2405. {
  2406. p += wordcount;
  2407. continue;
  2408. }
  2409. }
  2410. }
  2411. else if (op == 71) // OpDecorate
  2412. {
  2413. uint32_t id = p[1];
  2414. uint32_t decoration = p[2];
  2415. if (decoration == 1) // SpecId
  2416. {
  2417. uint32_t specid = p[3];
  2418. if (specid == 233) local_size_x_id = id;
  2419. if (specid == 234) local_size_y_id = id;
  2420. if (specid == 235) local_size_z_id = id;
  2421. if (specid == 233 || specid == 234 || specid == 235)
  2422. {
  2423. p += wordcount;
  2424. continue;
  2425. }
  2426. }
  2427. else if (decoration == 11) // BuiltIn
  2428. {
  2429. uint32_t builtin = p[3];
  2430. if (builtin == 25) // WorkgroupSize
  2431. {
  2432. gl_WorkGroupSize_id = id;
  2433. p += wordcount;
  2434. continue;
  2435. }
  2436. }
  2437. }
  2438. memcpy(dp, p, wordcount * sizeof(uint32_t));
  2439. p += wordcount;
  2440. dp += wordcount;
  2441. }
  2442. *dstsize = (unsigned char*)dp - (unsigned char*)dstcode;
  2443. }
  2444. 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
  2445. {
  2446. uint32_t* spv_data_modified = (uint32_t*)malloc(spv_data_size);
  2447. size_t spv_data_size_modified = spv_data_size;
  2448. 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);
  2449. VkShaderModule shader_module = compile_shader_module(spv_data_modified, spv_data_size_modified);
  2450. free(spv_data_modified);
  2451. return shader_module;
  2452. }
  2453. int VulkanDevice::create_descriptorset_layout(int binding_count, const int* binding_types, VkDescriptorSetLayout* descriptorset_layout) const
  2454. {
  2455. if (binding_count == 0)
  2456. {
  2457. *descriptorset_layout = 0;
  2458. return 0;
  2459. }
  2460. std::vector<VkDescriptorSetLayoutBinding> descriptorSetLayoutBindings(binding_count);
  2461. for (int i = 0; i < binding_count; i++)
  2462. {
  2463. int binding_type = binding_types[i];
  2464. descriptorSetLayoutBindings[i].binding = i;
  2465. descriptorSetLayoutBindings[i].descriptorCount = 1;
  2466. descriptorSetLayoutBindings[i].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
  2467. if (binding_type == 1)
  2468. {
  2469. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  2470. descriptorSetLayoutBindings[i].pImmutableSamplers = 0;
  2471. }
  2472. else if (binding_type == 2)
  2473. {
  2474. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  2475. descriptorSetLayoutBindings[i].pImmutableSamplers = 0;
  2476. }
  2477. else // if (binding_type == 3)
  2478. {
  2479. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  2480. descriptorSetLayoutBindings[i].pImmutableSamplers = immutable_texelfetch_sampler(); // we always use texelfetch
  2481. }
  2482. }
  2483. VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo;
  2484. descriptorSetLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
  2485. descriptorSetLayoutCreateInfo.pNext = 0;
  2486. descriptorSetLayoutCreateInfo.flags = 0;
  2487. descriptorSetLayoutCreateInfo.bindingCount = binding_count;
  2488. descriptorSetLayoutCreateInfo.pBindings = descriptorSetLayoutBindings.data();
  2489. if (info.support_VK_KHR_push_descriptor())
  2490. {
  2491. descriptorSetLayoutCreateInfo.flags |= VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
  2492. }
  2493. VkResult ret = vkCreateDescriptorSetLayout(d->device, &descriptorSetLayoutCreateInfo, 0, descriptorset_layout);
  2494. if (ret != VK_SUCCESS)
  2495. {
  2496. NCNN_LOGE("vkCreateDescriptorSetLayout failed %d", ret);
  2497. return -1;
  2498. }
  2499. return 0;
  2500. }
  2501. int VulkanDevice::create_pipeline_layout(int push_constant_count, VkDescriptorSetLayout descriptorset_layout, VkPipelineLayout* pipeline_layout) const
  2502. {
  2503. VkPushConstantRange pushConstantRange;
  2504. pushConstantRange.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
  2505. pushConstantRange.offset = 0;
  2506. pushConstantRange.size = sizeof(vk_constant_type) * push_constant_count;
  2507. VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
  2508. pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
  2509. pipelineLayoutCreateInfo.pNext = 0;
  2510. pipelineLayoutCreateInfo.flags = 0;
  2511. if (descriptorset_layout)
  2512. {
  2513. pipelineLayoutCreateInfo.setLayoutCount = 1;
  2514. pipelineLayoutCreateInfo.pSetLayouts = &descriptorset_layout;
  2515. }
  2516. else
  2517. {
  2518. pipelineLayoutCreateInfo.setLayoutCount = 0;
  2519. pipelineLayoutCreateInfo.pSetLayouts = 0;
  2520. }
  2521. if (push_constant_count > 0)
  2522. {
  2523. pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
  2524. pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
  2525. }
  2526. else
  2527. {
  2528. pipelineLayoutCreateInfo.pushConstantRangeCount = 0;
  2529. pipelineLayoutCreateInfo.pPushConstantRanges = 0;
  2530. }
  2531. VkResult ret = vkCreatePipelineLayout(d->device, &pipelineLayoutCreateInfo, 0, pipeline_layout);
  2532. if (ret != VK_SUCCESS)
  2533. {
  2534. NCNN_LOGE("vkCreatePipelineLayout failed %d", ret);
  2535. return -1;
  2536. }
  2537. return 0;
  2538. }
  2539. int VulkanDevice::create_pipeline(VkShaderModule shader_module, VkPipelineLayout pipeline_layout, const std::vector<vk_specialization_type>& specializations, VkPipeline* pipeline) const
  2540. {
  2541. const int specialization_count = specializations.size();
  2542. std::vector<VkSpecializationMapEntry> specializationMapEntries(specialization_count);
  2543. for (int i = 0; i < specialization_count; i++)
  2544. {
  2545. specializationMapEntries[i].constantID = i;
  2546. specializationMapEntries[i].offset = i * sizeof(vk_specialization_type);
  2547. specializationMapEntries[i].size = sizeof(vk_specialization_type);
  2548. }
  2549. VkSpecializationInfo specializationInfo;
  2550. specializationInfo.mapEntryCount = specializationMapEntries.size();
  2551. specializationInfo.pMapEntries = specializationMapEntries.data();
  2552. specializationInfo.dataSize = specializations.size() * sizeof(vk_specialization_type);
  2553. specializationInfo.pData = specializations.data();
  2554. VkPipelineShaderStageCreateInfo pipelineShaderStageCreateInfo;
  2555. pipelineShaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
  2556. pipelineShaderStageCreateInfo.pNext = 0;
  2557. pipelineShaderStageCreateInfo.flags = 0;
  2558. pipelineShaderStageCreateInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
  2559. pipelineShaderStageCreateInfo.module = shader_module;
  2560. pipelineShaderStageCreateInfo.pName = "main";
  2561. pipelineShaderStageCreateInfo.pSpecializationInfo = &specializationInfo;
  2562. VkComputePipelineCreateInfo computePipelineCreateInfo;
  2563. computePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
  2564. computePipelineCreateInfo.pNext = 0;
  2565. computePipelineCreateInfo.flags = 0;
  2566. computePipelineCreateInfo.stage = pipelineShaderStageCreateInfo;
  2567. computePipelineCreateInfo.layout = pipeline_layout;
  2568. computePipelineCreateInfo.basePipelineHandle = 0;
  2569. computePipelineCreateInfo.basePipelineIndex = 0;
  2570. VkResult ret = vkCreateComputePipelines(d->device, 0, 1, &computePipelineCreateInfo, 0, pipeline);
  2571. if (ret != VK_SUCCESS)
  2572. {
  2573. NCNN_LOGE("vkCreateComputePipelines failed %d", ret);
  2574. return -1;
  2575. }
  2576. return 0;
  2577. }
  2578. int VulkanDevice::create_descriptor_update_template(int binding_count, const int* binding_types, VkDescriptorSetLayout descriptorset_layout, VkPipelineLayout pipeline_layout, VkDescriptorUpdateTemplateKHR* descriptor_update_template) const
  2579. {
  2580. if (binding_count == 0)
  2581. {
  2582. *descriptor_update_template = 0;
  2583. return 0;
  2584. }
  2585. std::vector<VkDescriptorUpdateTemplateEntryKHR> descriptorUpdateTemplateEntries(binding_count);
  2586. size_t offset = 0;
  2587. for (int i = 0; i < binding_count; i++) // TODO do not update weights
  2588. {
  2589. int binding_type = binding_types[i];
  2590. descriptorUpdateTemplateEntries[i].dstBinding = i;
  2591. descriptorUpdateTemplateEntries[i].dstArrayElement = 0;
  2592. descriptorUpdateTemplateEntries[i].descriptorCount = 1;
  2593. descriptorUpdateTemplateEntries[i].offset = offset;
  2594. if (binding_type == 1)
  2595. {
  2596. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  2597. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorBufferInfo);
  2598. }
  2599. else if (binding_type == 2)
  2600. {
  2601. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  2602. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorImageInfo);
  2603. }
  2604. else // if (binding_type == 3)
  2605. {
  2606. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  2607. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorImageInfo);
  2608. }
  2609. offset += descriptorUpdateTemplateEntries[i].stride;
  2610. }
  2611. VkDescriptorUpdateTemplateCreateInfoKHR descriptorUpdateTemplateCreateInfo;
  2612. descriptorUpdateTemplateCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO_KHR;
  2613. descriptorUpdateTemplateCreateInfo.pNext = 0;
  2614. descriptorUpdateTemplateCreateInfo.flags = 0;
  2615. descriptorUpdateTemplateCreateInfo.descriptorUpdateEntryCount = binding_count; // TODO do not update weights
  2616. descriptorUpdateTemplateCreateInfo.pDescriptorUpdateEntries = descriptorUpdateTemplateEntries.data();
  2617. if (info.support_VK_KHR_push_descriptor())
  2618. {
  2619. descriptorUpdateTemplateCreateInfo.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR;
  2620. }
  2621. else
  2622. {
  2623. descriptorUpdateTemplateCreateInfo.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET_KHR;
  2624. }
  2625. // descriptorSetLayout should be ignored if VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR
  2626. // FIXME HACK WARNING TODO NOTE but crash on radv if set NULL :(
  2627. descriptorUpdateTemplateCreateInfo.descriptorSetLayout = descriptorset_layout;
  2628. descriptorUpdateTemplateCreateInfo.pipelineBindPoint = VK_PIPELINE_BIND_POINT_COMPUTE;
  2629. descriptorUpdateTemplateCreateInfo.pipelineLayout = pipeline_layout;
  2630. descriptorUpdateTemplateCreateInfo.set = 0;
  2631. VkResult ret = vkCreateDescriptorUpdateTemplateKHR(d->device, &descriptorUpdateTemplateCreateInfo, 0, descriptor_update_template);
  2632. if (ret != VK_SUCCESS)
  2633. {
  2634. NCNN_LOGE("vkCreateDescriptorUpdateTemplateKHR failed %d", ret);
  2635. return -1;
  2636. }
  2637. return 0;
  2638. }
  2639. uint32_t VulkanDevice::find_memory_index(uint32_t memory_type_bits, VkFlags required, VkFlags preferred, VkFlags preferred_not) const
  2640. {
  2641. const VkPhysicalDeviceMemoryProperties& memory_properties = info.physical_device_memory_properties();
  2642. // first try, find required and with preferred and without preferred_not
  2643. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2644. {
  2645. bool is_required = (1 << i) & memory_type_bits;
  2646. if (is_required)
  2647. {
  2648. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2649. if ((memoryType.propertyFlags & required) == required
  2650. && (preferred && (memoryType.propertyFlags & preferred))
  2651. && (preferred_not && !(memoryType.propertyFlags & preferred_not)))
  2652. {
  2653. return i;
  2654. }
  2655. }
  2656. }
  2657. // second try, find required and with preferred
  2658. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2659. {
  2660. bool is_required = (1 << i) & memory_type_bits;
  2661. if (is_required)
  2662. {
  2663. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2664. if ((memoryType.propertyFlags & required) == required
  2665. && (preferred && (memoryType.propertyFlags & preferred)))
  2666. {
  2667. return i;
  2668. }
  2669. }
  2670. }
  2671. // third try, find required and without preferred_not
  2672. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2673. {
  2674. bool is_required = (1 << i) & memory_type_bits;
  2675. if (is_required)
  2676. {
  2677. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2678. if ((memoryType.propertyFlags & required) == required
  2679. && (preferred_not && !(memoryType.propertyFlags & preferred_not)))
  2680. {
  2681. return i;
  2682. }
  2683. }
  2684. }
  2685. // fourth try, find any required
  2686. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2687. {
  2688. bool is_required = (1 << i) & memory_type_bits;
  2689. if (is_required)
  2690. {
  2691. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2692. if ((memoryType.propertyFlags & required) == required)
  2693. {
  2694. return i;
  2695. }
  2696. }
  2697. }
  2698. NCNN_LOGE("no such memory type %u %u %u %u", memory_type_bits, required, preferred, preferred_not);
  2699. return -1;
  2700. }
  2701. bool VulkanDevice::is_mappable(uint32_t memory_type_index) const
  2702. {
  2703. const VkMemoryType& memoryType = info.physical_device_memory_properties().memoryTypes[memory_type_index];
  2704. return memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
  2705. }
  2706. bool VulkanDevice::is_coherent(uint32_t memory_type_index) const
  2707. {
  2708. const VkMemoryType& memoryType = info.physical_device_memory_properties().memoryTypes[memory_type_index];
  2709. return memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
  2710. }
  2711. VkQueue VulkanDevice::acquire_queue(uint32_t queue_family_index) const
  2712. {
  2713. if (queue_family_index != info.compute_queue_family_index()
  2714. && queue_family_index != info.graphics_queue_family_index()
  2715. && queue_family_index != info.transfer_queue_family_index())
  2716. {
  2717. NCNN_LOGE("invalid queue_family_index %u", queue_family_index);
  2718. return 0;
  2719. }
  2720. Mutex& queue_lock = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_lock
  2721. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_lock
  2722. : d->transfer_queue_lock;
  2723. queue_lock.lock();
  2724. ConditionVariable& queue_condition = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_condition
  2725. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_condition
  2726. : d->transfer_queue_condition;
  2727. int& free_queue_count = queue_family_index == info.compute_queue_family_index() ? d->free_compute_queue_count
  2728. : queue_family_index == info.graphics_queue_family_index() ? d->free_graphics_queue_count
  2729. : d->free_transfer_queue_count;
  2730. while (free_queue_count == 0)
  2731. {
  2732. // no free queues, wait for recleams from other threads
  2733. queue_condition.wait(queue_lock);
  2734. }
  2735. std::vector<VkQueue>& queues = queue_family_index == info.compute_queue_family_index() ? d->compute_queues
  2736. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queues
  2737. : d->transfer_queues;
  2738. VkQueue queue = 0;
  2739. for (size_t i = 0; i < queues.size(); i++)
  2740. {
  2741. if (queues[i])
  2742. {
  2743. queue = queues[i];
  2744. queues[i] = 0;
  2745. break;
  2746. }
  2747. }
  2748. if (!queue)
  2749. {
  2750. NCNN_LOGE("FATAL ERROR! out of hardware queue %u", queue_family_index);
  2751. }
  2752. free_queue_count -= 1;
  2753. queue_lock.unlock();
  2754. queue_condition.signal();
  2755. return queue;
  2756. }
  2757. void VulkanDevice::reclaim_queue(uint32_t queue_family_index, VkQueue queue) const
  2758. {
  2759. if (queue_family_index != info.compute_queue_family_index()
  2760. && queue_family_index != info.graphics_queue_family_index()
  2761. && queue_family_index != info.transfer_queue_family_index())
  2762. {
  2763. NCNN_LOGE("invalid queue_family_index %u", queue_family_index);
  2764. return;
  2765. }
  2766. Mutex& queue_lock = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_lock
  2767. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_lock
  2768. : d->transfer_queue_lock;
  2769. queue_lock.lock();
  2770. ConditionVariable& queue_condition = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_condition
  2771. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_condition
  2772. : d->transfer_queue_condition;
  2773. int& free_queue_count = queue_family_index == info.compute_queue_family_index() ? d->free_compute_queue_count
  2774. : queue_family_index == info.graphics_queue_family_index() ? d->free_graphics_queue_count
  2775. : d->free_transfer_queue_count;
  2776. std::vector<VkQueue>& queues = queue_family_index == info.compute_queue_family_index() ? d->compute_queues
  2777. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queues
  2778. : d->transfer_queues;
  2779. size_t i = 0;
  2780. for (; i < queues.size(); i++)
  2781. {
  2782. if (!queues[i])
  2783. {
  2784. queues[i] = queue;
  2785. break;
  2786. }
  2787. }
  2788. if (i == queues.size())
  2789. {
  2790. NCNN_LOGE("FATAL ERROR! reclaim_queue get wild queue %u %p", queue_family_index, queue);
  2791. }
  2792. free_queue_count += 1;
  2793. queue_lock.unlock();
  2794. queue_condition.signal();
  2795. }
  2796. VkAllocator* VulkanDevice::acquire_blob_allocator() const
  2797. {
  2798. MutexLockGuard lock(d->blob_allocator_lock);
  2799. for (int i = 0; i < (int)d->blob_allocators.size(); i++)
  2800. {
  2801. VkAllocator* allocator = d->blob_allocators[i];
  2802. if (allocator)
  2803. {
  2804. d->blob_allocators[i] = 0;
  2805. return allocator;
  2806. }
  2807. }
  2808. // pre-allocated allcator exhausted, create new
  2809. VkAllocator* allocator = new VkBlobAllocator(this);
  2810. d->blob_allocators.push_back(allocator);
  2811. d->blob_allocators[d->blob_allocators.size() - 1] = 0;
  2812. return allocator;
  2813. }
  2814. void VulkanDevice::reclaim_blob_allocator(VkAllocator* allocator) const
  2815. {
  2816. MutexLockGuard lock(d->blob_allocator_lock);
  2817. for (int i = 0; i < (int)d->blob_allocators.size(); i++)
  2818. {
  2819. if (!d->blob_allocators[i])
  2820. {
  2821. d->blob_allocators[i] = allocator;
  2822. return;
  2823. }
  2824. }
  2825. NCNN_LOGE("FATAL ERROR! reclaim_blob_allocator get wild allocator %p", allocator);
  2826. }
  2827. VkAllocator* VulkanDevice::acquire_staging_allocator() const
  2828. {
  2829. MutexLockGuard lock(d->staging_allocator_lock);
  2830. for (int i = 0; i < (int)d->staging_allocators.size(); i++)
  2831. {
  2832. VkAllocator* allocator = d->staging_allocators[i];
  2833. if (allocator)
  2834. {
  2835. d->staging_allocators[i] = 0;
  2836. return allocator;
  2837. }
  2838. }
  2839. // pre-allocated allcator exhausted, create new
  2840. VkAllocator* allocator = new VkStagingAllocator(this);
  2841. d->staging_allocators.push_back(allocator);
  2842. d->staging_allocators[d->staging_allocators.size() - 1] = 0;
  2843. return allocator;
  2844. }
  2845. void VulkanDevice::reclaim_staging_allocator(VkAllocator* allocator) const
  2846. {
  2847. MutexLockGuard lock(d->staging_allocator_lock);
  2848. for (int i = 0; i < (int)d->staging_allocators.size(); i++)
  2849. {
  2850. if (!d->staging_allocators[i])
  2851. {
  2852. d->staging_allocators[i] = allocator;
  2853. return;
  2854. }
  2855. }
  2856. NCNN_LOGE("FATAL ERROR! reclaim_staging_allocator get wild allocator %p", allocator);
  2857. }
  2858. const VkSampler* VulkanDevice::immutable_texelfetch_sampler() const
  2859. {
  2860. return &d->texelfetch_sampler;
  2861. }
  2862. VkMat VulkanDevice::get_dummy_buffer() const
  2863. {
  2864. return d->dummy_buffer;
  2865. }
  2866. VkImageMat VulkanDevice::get_dummy_image() const
  2867. {
  2868. return d->dummy_image;
  2869. }
  2870. VkImageMat VulkanDevice::get_dummy_image_readonly() const
  2871. {
  2872. #if __APPLE__
  2873. if (info.type() != 0)
  2874. return d->dummy_image;
  2875. #endif
  2876. return d->dummy_image_readonly;
  2877. }
  2878. const PipelineCache* VulkanDevice::get_pipeline_cache() const
  2879. {
  2880. return d->pipeline_cache;
  2881. }
  2882. bool VulkanDevice::shape_support_image_storage(const Mat& shape) const
  2883. {
  2884. int dims = shape.dims;
  2885. int width = shape.w;
  2886. int height = shape.h;
  2887. int depth = shape.c;
  2888. int elempack = shape.elempack;
  2889. // large elempack spills on image w
  2890. if (elempack == 8) width *= 2;
  2891. if (elempack == 16) width *= 4;
  2892. if (elempack == 32) width *= 8;
  2893. if (elempack == 64) width *= 16;
  2894. if (dims == 1)
  2895. {
  2896. if (width > (int)info.max_image_dimension_1d())
  2897. {
  2898. return false;
  2899. }
  2900. }
  2901. else if (dims == 2)
  2902. {
  2903. if (width > (int)info.max_image_dimension_2d() || height > (int)info.max_image_dimension_2d())
  2904. {
  2905. return false;
  2906. }
  2907. }
  2908. else // if (dims == 3)
  2909. {
  2910. if (width > (int)info.max_image_dimension_3d() || height > (int)info.max_image_dimension_3d() || depth > (int)info.max_image_dimension_3d())
  2911. {
  2912. return false;
  2913. }
  2914. }
  2915. return true;
  2916. }
  2917. uint32_t VulkanDevice::get_heap_budget() const
  2918. {
  2919. const VkPhysicalDeviceMemoryProperties& memory_properties = info.physical_device_memory_properties();
  2920. uint32_t buffer_memory_type_index = d->dummy_allocator->buffer_memory_type_index;
  2921. uint32_t buffer_heap_index = memory_properties.memoryTypes[buffer_memory_type_index].heapIndex;
  2922. if (!info.support_VK_EXT_memory_budget())
  2923. {
  2924. // NCNN_LOGE("heap budget from assumption\n");
  2925. uint32_t device_local_heap_size = memory_properties.memoryHeaps[buffer_heap_index].size / 1024 / 1024;
  2926. // we usually cannot use all heap
  2927. // 70% for 4G+
  2928. // 50% for 4G-
  2929. return device_local_heap_size >= 4000 ? device_local_heap_size * 0.7 : device_local_heap_size * 0.5;
  2930. }
  2931. VkPhysicalDeviceMemoryBudgetPropertiesEXT memoryBudgetProperties;
  2932. memoryBudgetProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_BUDGET_PROPERTIES_EXT;
  2933. memoryBudgetProperties.pNext = 0;
  2934. VkPhysicalDeviceMemoryProperties2KHR memoryProperties;
  2935. memoryProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2_KHR;
  2936. memoryProperties.pNext = &memoryBudgetProperties;
  2937. vkGetPhysicalDeviceMemoryProperties2KHR(info.physical_device(), &memoryProperties);
  2938. return memoryBudgetProperties.heapBudget[buffer_heap_index] / 1024 / 1024;
  2939. }
  2940. void VulkanDevice::convert_packing(const VkMat& src, VkMat& dst, int dst_elempack, VkCompute& cmd, const Option& _opt) const
  2941. {
  2942. // buffer2buffer uop is created with use_image_storage disabled
  2943. Option opt = _opt;
  2944. opt.use_image_storage = false;
  2945. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2946. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2947. int cast_type_from_index;
  2948. if (src.elembits() == 32)
  2949. {
  2950. cast_type_from_index = 0;
  2951. }
  2952. else // if (src.elembits() == 16)
  2953. {
  2954. if (cast_type_to_index != 0)
  2955. {
  2956. cast_type_from_index = cast_type_to_index;
  2957. }
  2958. else if (info.support_fp16_storage())
  2959. {
  2960. cast_type_from_index = 2;
  2961. }
  2962. else // if (info.support_fp16_packed())
  2963. {
  2964. cast_type_from_index = 1;
  2965. }
  2966. }
  2967. // NCNN_LOGE("convert_packing b2b %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2968. const ncnn::Packing_vulkan* uop = d->get_utility_operator(0, 0, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2969. uop->forward(src, dst, cmd, opt);
  2970. }
  2971. void VulkanDevice::convert_packing(const VkImageMat& src, VkImageMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2972. {
  2973. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2974. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2975. int cast_type_from_index;
  2976. if (src.elembits() == 32)
  2977. {
  2978. cast_type_from_index = 0;
  2979. }
  2980. else // if (src.elembits() == 16)
  2981. {
  2982. if (cast_type_to_index != 0)
  2983. {
  2984. cast_type_from_index = cast_type_to_index;
  2985. }
  2986. else if (info.support_fp16_storage())
  2987. {
  2988. cast_type_from_index = 2;
  2989. }
  2990. else // if (info.support_fp16_packed())
  2991. {
  2992. cast_type_from_index = 1;
  2993. }
  2994. }
  2995. // NCNN_LOGE("convert_packing i2i %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2996. const ncnn::Packing_vulkan* uop = d->get_utility_operator(1, 1, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2997. uop->forward(src, dst, cmd, opt);
  2998. }
  2999. void VulkanDevice::convert_packing(const VkMat& src, VkImageMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  3000. {
  3001. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  3002. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  3003. int cast_type_from_index;
  3004. if (src.elembits() == 32)
  3005. {
  3006. cast_type_from_index = 0;
  3007. }
  3008. else // if (src.elembits() == 16)
  3009. {
  3010. if (cast_type_to_index != 0)
  3011. {
  3012. cast_type_from_index = cast_type_to_index;
  3013. }
  3014. else if (info.support_fp16_storage())
  3015. {
  3016. cast_type_from_index = 2;
  3017. }
  3018. else // if (info.support_fp16_packed())
  3019. {
  3020. cast_type_from_index = 1;
  3021. }
  3022. }
  3023. // NCNN_LOGE("convert_packing b2i %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  3024. const ncnn::Packing_vulkan* uop = d->get_utility_operator(0, 1, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  3025. uop->forward(src, dst, cmd, opt);
  3026. }
  3027. void VulkanDevice::convert_packing(const VkImageMat& src, VkMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  3028. {
  3029. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  3030. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  3031. int cast_type_from_index;
  3032. if (src.elembits() == 32)
  3033. {
  3034. cast_type_from_index = 0;
  3035. }
  3036. else // if (src.elembits() == 16)
  3037. {
  3038. if (cast_type_to_index != 0)
  3039. {
  3040. cast_type_from_index = cast_type_to_index;
  3041. }
  3042. else if (info.support_fp16_storage())
  3043. {
  3044. cast_type_from_index = 2;
  3045. }
  3046. else // if (info.support_fp16_packed())
  3047. {
  3048. cast_type_from_index = 1;
  3049. }
  3050. }
  3051. // NCNN_LOGE("convert_packing i2b %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  3052. const ncnn::Packing_vulkan* uop = d->get_utility_operator(1, 0, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  3053. uop->forward(src, dst, cmd, opt);
  3054. }
  3055. int VulkanDevice::init_device_extension()
  3056. {
  3057. if (info.support_VK_KHR_bind_memory2())
  3058. {
  3059. vkBindBufferMemory2KHR = (PFN_vkBindBufferMemory2KHR)vkGetDeviceProcAddr(d->device, "vkBindBufferMemory2KHR");
  3060. vkBindImageMemory2KHR = (PFN_vkBindImageMemory2KHR)vkGetDeviceProcAddr(d->device, "vkBindImageMemory2KHR");
  3061. }
  3062. if (info.support_VK_KHR_buffer_device_address())
  3063. {
  3064. vkGetBufferDeviceAddressKHR = (PFN_vkGetBufferDeviceAddressKHR)vkGetDeviceProcAddr(d->device, "vkGetBufferDeviceAddressKHR");
  3065. vkGetBufferOpaqueCaptureAddressKHR = (PFN_vkGetBufferOpaqueCaptureAddressKHR)vkGetDeviceProcAddr(d->device, "vkGetBufferOpaqueCaptureAddressKHR");
  3066. vkGetDeviceMemoryOpaqueCaptureAddressKHR = (PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR)vkGetDeviceProcAddr(d->device, "vkGetDeviceMemoryOpaqueCaptureAddressKHR");
  3067. }
  3068. if (info.support_VK_KHR_descriptor_update_template())
  3069. {
  3070. vkCreateDescriptorUpdateTemplateKHR = (PFN_vkCreateDescriptorUpdateTemplateKHR)vkGetDeviceProcAddr(d->device, "vkCreateDescriptorUpdateTemplateKHR");
  3071. vkDestroyDescriptorUpdateTemplateKHR = (PFN_vkDestroyDescriptorUpdateTemplateKHR)vkGetDeviceProcAddr(d->device, "vkDestroyDescriptorUpdateTemplateKHR");
  3072. vkUpdateDescriptorSetWithTemplateKHR = (PFN_vkUpdateDescriptorSetWithTemplateKHR)vkGetDeviceProcAddr(d->device, "vkUpdateDescriptorSetWithTemplateKHR");
  3073. }
  3074. if (info.support_VK_KHR_get_memory_requirements2())
  3075. {
  3076. vkGetImageMemoryRequirements2KHR = (PFN_vkGetImageMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetImageMemoryRequirements2KHR");
  3077. vkGetBufferMemoryRequirements2KHR = (PFN_vkGetBufferMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetBufferMemoryRequirements2KHR");
  3078. }
  3079. if (info.support_VK_KHR_maintenance1())
  3080. {
  3081. vkTrimCommandPoolKHR = (PFN_vkTrimCommandPoolKHR)vkGetDeviceProcAddr(d->device, "vkTrimCommandPoolKHR");
  3082. }
  3083. if (info.support_VK_KHR_maintenance3())
  3084. {
  3085. vkGetDescriptorSetLayoutSupportKHR = (PFN_vkGetDescriptorSetLayoutSupportKHR)vkGetDeviceProcAddr(d->device, "vkGetDescriptorSetLayoutSupportKHR");
  3086. }
  3087. if (info.support_VK_KHR_push_descriptor())
  3088. {
  3089. if (info.support_VK_KHR_descriptor_update_template())
  3090. {
  3091. vkCmdPushDescriptorSetWithTemplateKHR = (PFN_vkCmdPushDescriptorSetWithTemplateKHR)vkGetDeviceProcAddr(d->device, "vkCmdPushDescriptorSetWithTemplateKHR");
  3092. }
  3093. vkCmdPushDescriptorSetKHR = (PFN_vkCmdPushDescriptorSetKHR)vkGetDeviceProcAddr(d->device, "vkCmdPushDescriptorSetKHR");
  3094. }
  3095. if (info.support_VK_KHR_sampler_ycbcr_conversion())
  3096. {
  3097. vkCreateSamplerYcbcrConversionKHR = (PFN_vkCreateSamplerYcbcrConversionKHR)vkGetDeviceProcAddr(d->device, "vkCreateSamplerYcbcrConversionKHR");
  3098. vkDestroySamplerYcbcrConversionKHR = (PFN_vkDestroySamplerYcbcrConversionKHR)vkGetDeviceProcAddr(d->device, "vkDestroySamplerYcbcrConversionKHR");
  3099. }
  3100. if (info.support_VK_KHR_swapchain())
  3101. {
  3102. vkCreateSwapchainKHR = (PFN_vkCreateSwapchainKHR)vkGetDeviceProcAddr(d->device, "vkCreateSwapchainKHR");
  3103. vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR)vkGetDeviceProcAddr(d->device, "vkDestroySwapchainKHR");
  3104. vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR)vkGetDeviceProcAddr(d->device, "vkGetSwapchainImagesKHR");
  3105. vkAcquireNextImageKHR = (PFN_vkAcquireNextImageKHR)vkGetDeviceProcAddr(d->device, "vkAcquireNextImageKHR");
  3106. vkQueuePresentKHR = (PFN_vkQueuePresentKHR)vkGetDeviceProcAddr(d->device, "vkQueuePresentKHR");
  3107. }
  3108. if (info.support_VK_EXT_buffer_device_address())
  3109. {
  3110. vkGetBufferDeviceAddressEXT = (PFN_vkGetBufferDeviceAddressEXT)vkGetDeviceProcAddr(d->device, "vkGetBufferDeviceAddressEXT");
  3111. }
  3112. #if __ANDROID_API__ >= 26
  3113. if (info.support_VK_ANDROID_external_memory_android_hardware_buffer())
  3114. {
  3115. vkGetAndroidHardwareBufferPropertiesANDROID = (PFN_vkGetAndroidHardwareBufferPropertiesANDROID)vkGetDeviceProcAddr(d->device, "vkGetAndroidHardwareBufferPropertiesANDROID");
  3116. vkGetMemoryAndroidHardwareBufferANDROID = (PFN_vkGetMemoryAndroidHardwareBufferANDROID)vkGetDeviceProcAddr(d->device, "vkGetMemoryAndroidHardwareBufferANDROID");
  3117. }
  3118. #endif // __ANDROID_API__ >= 26
  3119. return 0;
  3120. }
  3121. VulkanDevice* get_gpu_device(int device_index)
  3122. {
  3123. try_create_gpu_instance();
  3124. if (device_index < 0 || device_index >= g_gpu_count)
  3125. return 0;
  3126. MutexLockGuard lock(g_default_vkdev_lock);
  3127. if (!g_default_vkdev[device_index])
  3128. g_default_vkdev[device_index] = new VulkanDevice(device_index);
  3129. return g_default_vkdev[device_index];
  3130. }
  3131. static TBuiltInResource get_default_TBuiltInResource()
  3132. {
  3133. TBuiltInResource resource;
  3134. resource.maxLights = 32;
  3135. resource.maxClipPlanes = 6;
  3136. resource.maxTextureUnits = 32;
  3137. resource.maxTextureCoords = 32;
  3138. resource.maxVertexAttribs = 64;
  3139. resource.maxVertexUniformComponents = 4096;
  3140. resource.maxVaryingFloats = 64;
  3141. resource.maxVertexTextureImageUnits = 32;
  3142. resource.maxCombinedTextureImageUnits = 80;
  3143. resource.maxTextureImageUnits = 32;
  3144. resource.maxFragmentUniformComponents = 4096;
  3145. resource.maxDrawBuffers = 32;
  3146. resource.maxVertexUniformVectors = 128;
  3147. resource.maxVaryingVectors = 8;
  3148. resource.maxFragmentUniformVectors = 16;
  3149. resource.maxVertexOutputVectors = 16;
  3150. resource.maxFragmentInputVectors = 15;
  3151. resource.minProgramTexelOffset = -8;
  3152. resource.maxProgramTexelOffset = 7;
  3153. resource.maxClipDistances = 8;
  3154. resource.maxComputeWorkGroupCountX = 65535;
  3155. resource.maxComputeWorkGroupCountY = 65535;
  3156. resource.maxComputeWorkGroupCountZ = 65535;
  3157. resource.maxComputeWorkGroupSizeX = 1024;
  3158. resource.maxComputeWorkGroupSizeY = 1024;
  3159. resource.maxComputeWorkGroupSizeZ = 64;
  3160. resource.maxComputeUniformComponents = 1024;
  3161. resource.maxComputeTextureImageUnits = 16;
  3162. resource.maxComputeImageUniforms = 8;
  3163. resource.maxComputeAtomicCounters = 8;
  3164. resource.maxComputeAtomicCounterBuffers = 1;
  3165. resource.maxVaryingComponents = 60;
  3166. resource.maxVertexOutputComponents = 64;
  3167. resource.maxGeometryInputComponents = 64;
  3168. resource.maxGeometryOutputComponents = 128;
  3169. resource.maxFragmentInputComponents = 128;
  3170. resource.maxImageUnits = 8;
  3171. resource.maxCombinedImageUnitsAndFragmentOutputs = 8;
  3172. resource.maxCombinedShaderOutputResources = 8;
  3173. resource.maxImageSamples = 0;
  3174. resource.maxVertexImageUniforms = 0;
  3175. resource.maxTessControlImageUniforms = 0;
  3176. resource.maxTessEvaluationImageUniforms = 0;
  3177. resource.maxGeometryImageUniforms = 0;
  3178. resource.maxFragmentImageUniforms = 8;
  3179. resource.maxCombinedImageUniforms = 8;
  3180. resource.maxGeometryTextureImageUnits = 16;
  3181. resource.maxGeometryOutputVertices = 256;
  3182. resource.maxGeometryTotalOutputComponents = 1024;
  3183. resource.maxGeometryUniformComponents = 1024;
  3184. resource.maxGeometryVaryingComponents = 64;
  3185. resource.maxTessControlInputComponents = 128;
  3186. resource.maxTessControlOutputComponents = 128;
  3187. resource.maxTessControlTextureImageUnits = 16;
  3188. resource.maxTessControlUniformComponents = 1024;
  3189. resource.maxTessControlTotalOutputComponents = 4096;
  3190. resource.maxTessEvaluationInputComponents = 128;
  3191. resource.maxTessEvaluationOutputComponents = 128;
  3192. resource.maxTessEvaluationTextureImageUnits = 16;
  3193. resource.maxTessEvaluationUniformComponents = 1024;
  3194. resource.maxTessPatchComponents = 120;
  3195. resource.maxPatchVertices = 32;
  3196. resource.maxTessGenLevel = 64;
  3197. resource.maxViewports = 16;
  3198. resource.maxVertexAtomicCounters = 0;
  3199. resource.maxTessControlAtomicCounters = 0;
  3200. resource.maxTessEvaluationAtomicCounters = 0;
  3201. resource.maxGeometryAtomicCounters = 0;
  3202. resource.maxFragmentAtomicCounters = 8;
  3203. resource.maxCombinedAtomicCounters = 8;
  3204. resource.maxAtomicCounterBindings = 1;
  3205. resource.maxVertexAtomicCounterBuffers = 0;
  3206. resource.maxTessControlAtomicCounterBuffers = 0;
  3207. resource.maxTessEvaluationAtomicCounterBuffers = 0;
  3208. resource.maxGeometryAtomicCounterBuffers = 0;
  3209. resource.maxFragmentAtomicCounterBuffers = 1;
  3210. resource.maxCombinedAtomicCounterBuffers = 1;
  3211. resource.maxAtomicCounterBufferSize = 16384;
  3212. resource.maxTransformFeedbackBuffers = 4;
  3213. resource.maxTransformFeedbackInterleavedComponents = 64;
  3214. resource.maxCullDistances = 8;
  3215. resource.maxCombinedClipAndCullDistances = 8;
  3216. resource.maxSamples = 4;
  3217. resource.maxMeshOutputVerticesNV = 256;
  3218. resource.maxMeshOutputPrimitivesNV = 512;
  3219. resource.maxMeshWorkGroupSizeX_NV = 32;
  3220. resource.maxMeshWorkGroupSizeY_NV = 1;
  3221. resource.maxMeshWorkGroupSizeZ_NV = 1;
  3222. resource.maxTaskWorkGroupSizeX_NV = 32;
  3223. resource.maxTaskWorkGroupSizeY_NV = 1;
  3224. resource.maxTaskWorkGroupSizeZ_NV = 1;
  3225. resource.maxMeshViewCountNV = 4;
  3226. // TODO compile-time glslang version check
  3227. // resource.maxDualSourceDrawBuffersEXT = 1;
  3228. resource.limits.nonInductiveForLoops = 1;
  3229. resource.limits.whileLoops = 1;
  3230. resource.limits.doWhileLoops = 1;
  3231. resource.limits.generalUniformIndexing = 1;
  3232. resource.limits.generalAttributeMatrixVectorIndexing = 1;
  3233. resource.limits.generalVaryingIndexing = 1;
  3234. resource.limits.generalSamplerIndexing = 1;
  3235. resource.limits.generalVariableIndexing = 1;
  3236. resource.limits.generalConstantMatrixVectorIndexing = 1;
  3237. return resource;
  3238. }
  3239. class VulkanShaderIncluder : public glslang::TShader::Includer
  3240. {
  3241. public:
  3242. virtual glslang::TShader::Includer::IncludeResult* includeLocal(const char* headerName, const char* /*includerName*/, size_t /*inclusionDepth*/)
  3243. {
  3244. if (strcmp(headerName, "vulkan_activation.comp") == 0)
  3245. {
  3246. const char* const headerData = vulkan_activation_comp_data;
  3247. const size_t headerLength = sizeof(vulkan_activation_comp_data);
  3248. glslang::TShader::Includer::IncludeResult* r = new glslang::TShader::Includer::IncludeResult(headerName, headerData, headerLength, 0);
  3249. return r;
  3250. }
  3251. return 0;
  3252. }
  3253. virtual void releaseInclude(glslang::TShader::Includer::IncludeResult* r)
  3254. {
  3255. delete r;
  3256. }
  3257. };
  3258. int compile_spirv_module(const char* comp_string, const Option& opt, std::vector<uint32_t>& spirv)
  3259. {
  3260. // -1 for omitting the tail '\0'
  3261. int length = strlen(comp_string) - 1;
  3262. return compile_spirv_module(comp_string, length, opt, spirv);
  3263. }
  3264. int compile_spirv_module(const char* comp_data, int comp_data_size, const Option& opt, std::vector<uint32_t>& spirv)
  3265. {
  3266. std::vector<std::pair<const char*, const char*> > custom_defines;
  3267. if (opt.use_fp16_storage)
  3268. {
  3269. custom_defines.push_back(std::make_pair("sfp", "float16_t"));
  3270. custom_defines.push_back(std::make_pair("sfpvec2", "f16vec2"));
  3271. custom_defines.push_back(std::make_pair("sfpvec4", "f16vec4"));
  3272. if (opt.use_fp16_arithmetic)
  3273. {
  3274. custom_defines.push_back(std::make_pair("sfpvec8", "f16mat2x4"));
  3275. custom_defines.push_back(std::make_pair("sfpmat4", "f16mat4"));
  3276. }
  3277. }
  3278. else if (opt.use_fp16_packed)
  3279. {
  3280. custom_defines.push_back(std::make_pair("sfp", "float"));
  3281. custom_defines.push_back(std::make_pair("sfpvec2", "uint"));
  3282. custom_defines.push_back(std::make_pair("sfpvec4", "uvec2"));
  3283. custom_defines.push_back(std::make_pair("sfpvec8", "uvec4"));
  3284. }
  3285. else
  3286. {
  3287. custom_defines.push_back(std::make_pair("sfp", "float"));
  3288. custom_defines.push_back(std::make_pair("sfpvec2", "vec2"));
  3289. custom_defines.push_back(std::make_pair("sfpvec4", "vec4"));
  3290. custom_defines.push_back(std::make_pair("sfpvec8", "mat2x4"));
  3291. custom_defines.push_back(std::make_pair("sfpmat4", "mat4"));
  3292. }
  3293. if (opt.use_fp16_arithmetic)
  3294. {
  3295. custom_defines.push_back(std::make_pair("afp", "float16_t"));
  3296. custom_defines.push_back(std::make_pair("afpvec2", "f16vec2"));
  3297. custom_defines.push_back(std::make_pair("afpvec4", "f16vec4"));
  3298. custom_defines.push_back(std::make_pair("afpvec8", "f16mat2x4"));
  3299. custom_defines.push_back(std::make_pair("afpmat4", "f16mat4"));
  3300. }
  3301. else
  3302. {
  3303. custom_defines.push_back(std::make_pair("afp", "float"));
  3304. custom_defines.push_back(std::make_pair("afpvec2", "vec2"));
  3305. custom_defines.push_back(std::make_pair("afpvec4", "vec4"));
  3306. custom_defines.push_back(std::make_pair("afpvec8", "mat2x4"));
  3307. custom_defines.push_back(std::make_pair("afpmat4", "mat4"));
  3308. }
  3309. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  3310. {
  3311. custom_defines.push_back(std::make_pair("lfp", "float16_t"));
  3312. custom_defines.push_back(std::make_pair("lfpvec4", "f16vec4"));
  3313. }
  3314. else if (opt.use_fp16_storage || opt.use_fp16_packed)
  3315. {
  3316. custom_defines.push_back(std::make_pair("lfp", "float"));
  3317. custom_defines.push_back(std::make_pair("lfpvec4", "uvec2"));
  3318. }
  3319. else
  3320. {
  3321. custom_defines.push_back(std::make_pair("lfp", "float"));
  3322. custom_defines.push_back(std::make_pair("lfpvec4", "vec4"));
  3323. }
  3324. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  3325. {
  3326. custom_defines.push_back(std::make_pair("sfp2lfp(v)", "v"));
  3327. custom_defines.push_back(std::make_pair("sfp2lfpvec4(v)", "v"));
  3328. custom_defines.push_back(std::make_pair("lfp2afp(v)", "v"));
  3329. custom_defines.push_back(std::make_pair("lfp2afpvec4(v)", "v"));
  3330. }
  3331. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  3332. {
  3333. custom_defines.push_back(std::make_pair("sfp2lfp(v)", "v"));
  3334. custom_defines.push_back(std::make_pair("sfp2lfpvec4(v)", "v"));
  3335. custom_defines.push_back(std::make_pair("lfp2afp(v)", "float16_t(v)"));
  3336. custom_defines.push_back(std::make_pair("lfp2afpvec4(v)", "f16vec4(unpackFloat2x16(v.x),unpackFloat2x16(v.y))"));
  3337. }
  3338. else if (opt.use_fp16_storage)
  3339. {
  3340. custom_defines.push_back(std::make_pair("sfp2lfp(v)", "float(v)"));
  3341. custom_defines.push_back(std::make_pair("sfp2lfpvec4(v)", "uvec2(packHalf2x16(vec4(v).rg),packHalf2x16(vec4(v).ba))"));
  3342. custom_defines.push_back(std::make_pair("lfp2afp(v)", "v"));
  3343. custom_defines.push_back(std::make_pair("lfp2afpvec4(v)", "vec4(unpackHalf2x16(v.x),unpackHalf2x16(v.y))"));
  3344. }
  3345. else if (opt.use_fp16_packed)
  3346. {
  3347. custom_defines.push_back(std::make_pair("sfp2lfp(v)", "v"));
  3348. custom_defines.push_back(std::make_pair("sfp2lfpvec4(v)", "v"));
  3349. custom_defines.push_back(std::make_pair("lfp2afp(v)", "v"));
  3350. custom_defines.push_back(std::make_pair("lfp2afpvec4(v)", "vec4(unpackHalf2x16(v.x),unpackHalf2x16(v.y))"));
  3351. }
  3352. else
  3353. {
  3354. custom_defines.push_back(std::make_pair("sfp2lfp(v)", "v"));
  3355. custom_defines.push_back(std::make_pair("sfp2lfpvec4(v)", "v"));
  3356. custom_defines.push_back(std::make_pair("lfp2afp(v)", "v"));
  3357. custom_defines.push_back(std::make_pair("lfp2afpvec4(v)", "v"));
  3358. }
  3359. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  3360. {
  3361. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  3362. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  3363. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3364. 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]);}"));
  3365. 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]);}"));
  3366. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "buf[i]"));
  3367. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=v;}"));
  3368. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3369. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "buf[i]"));
  3370. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=v;}"));
  3371. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3372. 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;}"));
  3373. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=f16mat2x4(sbuf[si2.r],sbuf[si2.g]);}"));
  3374. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "buf[i]"));
  3375. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=v;}"));
  3376. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3377. 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;}"));
  3378. 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];}"));
  3379. custom_defines.push_back(std::make_pair("sfp2afpmat4(v)", "v"));
  3380. custom_defines.push_back(std::make_pair("afp2sfpmat4(v)", "v"));
  3381. }
  3382. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  3383. {
  3384. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "float16_t(buf[i])"));
  3385. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=float(v);}"));
  3386. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3387. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i]=uvec2(packFloat2x16(f16vec2(sbuf[si4.r],sbuf[si4.g])),packFloat2x16(f16vec2(sbuf[si4.b],sbuf[si4.a])));}"));
  3388. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i]=uvec4(packFloat2x16(f16vec2(sbuf[si4.r],sbuf[si4.g])),packFloat2x16(f16vec2(sbuf[si4.b],sbuf[si4.a])),packFloat2x16(f16vec2(sbuf[sii4.r],sbuf[sii4.g])),packFloat2x16(f16vec2(sbuf[sii4.b],sbuf[sii4.a])));}"));
  3389. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "unpackFloat2x16(buf[i])"));
  3390. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=packFloat2x16(v)}"));
  3391. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3392. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "f16vec4(unpackFloat2x16(buf[i].x),unpackFloat2x16(buf[i].y))"));
  3393. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=uvec2(packFloat2x16(v.rg),packFloat2x16(v.ba));}"));
  3394. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3395. custom_defines.push_back(std::make_pair("buffer_cp4to1(buf,i4,sbuf,si)", "{uvec2 _v=sbuf[si]; f16vec2 _v0=unpackFloat2x16(_v.x);f16vec2 _v1=unpackFloat2x16(_v.y); buf[i4.r]=_v0.r;buf[i4.g]=_v0.g;buf[i4.b]=_v1.r;buf[i4.a]=_v1.g;}"));
  3396. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=uvec4(sbuf[si2.r],sbuf[si2.g]);}"));
  3397. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "f16mat2x4(f16vec4(unpackFloat2x16(buf[i].r),unpackFloat2x16(buf[i].g)),f16vec4(unpackFloat2x16(buf[i].b),unpackFloat2x16(buf[i].a)))"));
  3398. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=uvec4(uvec2(packFloat2x16(v[0].rg),packFloat2x16(v[0].ba)),uvec2(packFloat2x16(v[1].rg),packFloat2x16(v[1].ba)));}"));
  3399. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3400. custom_defines.push_back(std::make_pair("buffer_cp8to1(buf,i4,ii4,sbuf,si)", "{uvec4 _v=sbuf[si]; f16vec2 _v0=unpackFloat2x16(_v.r);f16vec2 _v1=unpackFloat2x16(_v.g);f16vec2 _v2=unpackFloat2x16(_v.b);f16vec2 _v3=unpackFloat2x16(_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;}"));
  3401. 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;}"));
  3402. }
  3403. else if (opt.use_fp16_storage)
  3404. {
  3405. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "float(buf[i])"));
  3406. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=float16_t(v);}"));
  3407. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3408. 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];}"));
  3409. 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];}"));
  3410. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "vec2(buf[i])"));
  3411. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=f16vec2(v);}"));
  3412. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3413. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "vec4(buf[i])"));
  3414. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=f16vec4(v);}"));
  3415. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3416. 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;}"));
  3417. 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];}"));
  3418. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "mat2x4(vec4(buf[i].abcd),vec4(buf[i].efgh))"));
  3419. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i].abcd=f16vec4(v[0]);buf[i].efgh=f16vec4(v[1]);}"));
  3420. 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;}"));
  3421. 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;}"));
  3422. 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;}"));
  3423. }
  3424. else if (opt.use_fp16_packed)
  3425. {
  3426. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  3427. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  3428. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3429. 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])));}"));
  3430. 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])));}"));
  3431. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "unpackHalf2x16(buf[i])"));
  3432. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=packHalf2x16(v)}"));
  3433. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3434. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "vec4(unpackHalf2x16(buf[i].x),unpackHalf2x16(buf[i].y))"));
  3435. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=uvec2(packHalf2x16(v.rg),packHalf2x16(v.ba));}"));
  3436. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3437. 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;}"));
  3438. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=uvec4(sbuf[si2.r],sbuf[si2.g]);}"));
  3439. 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)))"));
  3440. 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)));}"));
  3441. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3442. 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;}"));
  3443. 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;}"));
  3444. }
  3445. else
  3446. {
  3447. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  3448. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  3449. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3450. 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]);}"));
  3451. 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]);}"));
  3452. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "buf[i]"));
  3453. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=v;}"));
  3454. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3455. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "buf[i]"));
  3456. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=v;}"));
  3457. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3458. 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;}"));
  3459. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=mat2x4(sbuf[si2.r],sbuf[si2.g]);}"));
  3460. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "buf[i]"));
  3461. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=v;}"));
  3462. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  3463. 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;}"));
  3464. 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];}"));
  3465. custom_defines.push_back(std::make_pair("sfp2afpmat4(v)", "v"));
  3466. custom_defines.push_back(std::make_pair("afp2sfpmat4(v)", "v"));
  3467. }
  3468. if (opt.use_image_storage)
  3469. {
  3470. if (opt.use_fp16_storage)
  3471. {
  3472. custom_defines.push_back(std::make_pair("imfmtc1", "r16f"));
  3473. custom_defines.push_back(std::make_pair("imfmtc4", "rgba16f"));
  3474. custom_defines.push_back(std::make_pair("unfp", "mediump"));
  3475. }
  3476. else if (opt.use_fp16_packed)
  3477. {
  3478. custom_defines.push_back(std::make_pair("imfmtc1", "r32f"));
  3479. custom_defines.push_back(std::make_pair("imfmtc4", "rgba16f"));
  3480. custom_defines.push_back(std::make_pair("unfp", "mediump"));
  3481. }
  3482. else
  3483. {
  3484. custom_defines.push_back(std::make_pair("imfmtc1", "r32f"));
  3485. custom_defines.push_back(std::make_pair("imfmtc4", "rgba32f"));
  3486. custom_defines.push_back(std::make_pair("unfp", "highp"));
  3487. }
  3488. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  3489. {
  3490. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  3491. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  3492. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  3493. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=float(v);imageStore(img,p,_v);}"));
  3494. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=float(v);imageStore(img,p,_v);}"));
  3495. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=float(v);imageStore(img,p,_v);}"));
  3496. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3497. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3498. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3499. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  3500. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  3501. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  3502. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  3503. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  3504. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  3505. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3506. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3507. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3508. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  3509. 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))"));
  3510. 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))"));
  3511. 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]));}"));
  3512. 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]));}"));
  3513. 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]));}"));
  3514. 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));}"));
  3515. 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));}"));
  3516. 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));}"));
  3517. }
  3518. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  3519. {
  3520. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  3521. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  3522. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  3523. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3524. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3525. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3526. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3527. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3528. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3529. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  3530. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  3531. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  3532. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3533. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3534. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3535. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3536. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3537. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3538. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  3539. 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))"));
  3540. 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))"));
  3541. 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]);}"));
  3542. 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]);}"));
  3543. 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]);}"));
  3544. 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));}"));
  3545. 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));}"));
  3546. 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));}"));
  3547. }
  3548. else if (opt.use_fp16_storage)
  3549. {
  3550. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3551. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3552. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3553. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3554. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3555. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3556. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3557. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3558. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3559. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3560. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3561. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3562. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3563. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3564. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3565. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3566. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3567. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3568. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  3569. 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))"));
  3570. 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))"));
  3571. 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]);}"));
  3572. 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]);}"));
  3573. 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]);}"));
  3574. 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));}"));
  3575. 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));}"));
  3576. 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));}"));
  3577. }
  3578. else if (opt.use_fp16_packed)
  3579. {
  3580. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3581. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3582. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3583. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3584. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3585. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3586. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3587. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3588. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3589. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3590. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3591. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3592. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3593. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3594. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3595. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3596. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3597. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3598. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  3599. 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))"));
  3600. 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))"));
  3601. 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]);}"));
  3602. 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]);}"));
  3603. 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]);}"));
  3604. 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));}"));
  3605. 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));}"));
  3606. 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));}"));
  3607. }
  3608. else
  3609. {
  3610. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3611. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3612. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  3613. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3614. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3615. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  3616. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3617. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3618. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3619. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3620. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3621. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  3622. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3623. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3624. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  3625. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3626. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3627. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  3628. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  3629. 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))"));
  3630. 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))"));
  3631. 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]);}"));
  3632. 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]);}"));
  3633. 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]);}"));
  3634. 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));}"));
  3635. 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));}"));
  3636. 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));}"));
  3637. }
  3638. }
  3639. custom_defines.push_back(std::make_pair("psc(x)", "(x==0?p.x:x)"));
  3640. if (opt.use_fp16_storage)
  3641. {
  3642. custom_defines.push_back(std::make_pair("NCNN_fp16_storage", "1"));
  3643. }
  3644. else if (opt.use_fp16_packed)
  3645. {
  3646. custom_defines.push_back(std::make_pair("NCNN_fp16_packed", "1"));
  3647. }
  3648. if (opt.use_fp16_arithmetic)
  3649. {
  3650. custom_defines.push_back(std::make_pair("NCNN_fp16_arithmetic", "1"));
  3651. }
  3652. if (opt.use_int8_storage)
  3653. {
  3654. custom_defines.push_back(std::make_pair("NCNN_int8_storage", "1"));
  3655. }
  3656. else if (opt.use_int8_packed)
  3657. {
  3658. custom_defines.push_back(std::make_pair("NCNN_int8_packed", "1"));
  3659. }
  3660. if (opt.use_int8_arithmetic)
  3661. {
  3662. custom_defines.push_back(std::make_pair("NCNN_int8_arithmetic", "1"));
  3663. }
  3664. if (opt.use_image_storage)
  3665. {
  3666. custom_defines.push_back(std::make_pair("NCNN_image_shader", "1"));
  3667. }
  3668. if (opt.use_subgroup_basic)
  3669. {
  3670. custom_defines.push_back(std::make_pair("NCNN_subgroup_basic", "1"));
  3671. if (opt.use_subgroup_vote)
  3672. {
  3673. custom_defines.push_back(std::make_pair("NCNN_subgroup_vote", "1"));
  3674. }
  3675. if (opt.use_subgroup_ballot)
  3676. {
  3677. custom_defines.push_back(std::make_pair("NCNN_subgroup_ballot", "1"));
  3678. }
  3679. if (opt.use_subgroup_shuffle)
  3680. {
  3681. custom_defines.push_back(std::make_pair("NCNN_subgroup_shuffle", "1"));
  3682. }
  3683. }
  3684. if (opt.use_shader_local_memory)
  3685. {
  3686. custom_defines.push_back(std::make_pair("NCNN_shader_local_memory", "1"));
  3687. }
  3688. #if __APPLE__
  3689. custom_defines.push_back(std::make_pair("NCNN_moltenvk", "1"));
  3690. #endif
  3691. std::string preamble;
  3692. std::vector<std::string> processes;
  3693. processes.resize(custom_defines.size());
  3694. for (size_t i = 0; i < custom_defines.size(); i++)
  3695. {
  3696. const char* key = custom_defines[i].first;
  3697. const char* def = custom_defines[i].second;
  3698. preamble += std::string("#define ") + key + " " + def + "\n";
  3699. processes[i] = std::string("define-macro ") + key + "=" + def;
  3700. }
  3701. bool compile_success = true;
  3702. {
  3703. glslang::TShader s(EShLangCompute);
  3704. s.setStringsWithLengths(&comp_data, &comp_data_size, 1);
  3705. s.setPreamble(preamble.c_str());
  3706. s.addProcesses(processes);
  3707. s.setEntryPoint("main");
  3708. s.setSourceEntryPoint("main");
  3709. s.setEnvInput(glslang::EShSourceGlsl, EShLangCompute, glslang::EShClientVulkan, 1);
  3710. if (opt.use_subgroup_basic || opt.use_cooperative_matrix)
  3711. {
  3712. // subgroup / cooperative_matrix need vulkan-1.1 and spirv-1.3
  3713. s.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
  3714. s.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_3);
  3715. }
  3716. else
  3717. {
  3718. s.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_0);
  3719. s.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_0);
  3720. }
  3721. TBuiltInResource resources = get_default_TBuiltInResource();
  3722. VulkanShaderIncluder includer;
  3723. bool pr = s.parse(&resources, 100, ENoProfile, false, false, EShMsgDefault, includer);
  3724. if (!pr)
  3725. {
  3726. NCNN_LOGE("compile spir-v module failed");
  3727. NCNN_LOGE("%s", s.getInfoLog());
  3728. NCNN_LOGE("%s", s.getInfoDebugLog());
  3729. compile_success = false;
  3730. }
  3731. else
  3732. {
  3733. glslang::TIntermediate* ir = s.getIntermediate();
  3734. glslang::GlslangToSpv(*ir, spirv);
  3735. }
  3736. }
  3737. return compile_success ? 0 : -1;
  3738. }
  3739. int compile_spirv_module(int shader_type_index, const Option& opt, std::vector<uint32_t>& spirv)
  3740. {
  3741. if (shader_type_index < 0 || shader_type_index >= layer_shader_registry_entry_count)
  3742. {
  3743. NCNN_LOGE("no such shader module %d", shader_type_index);
  3744. return -1;
  3745. }
  3746. const char* comp_data = layer_shader_registry[shader_type_index].comp_data;
  3747. int comp_data_size = layer_shader_registry[shader_type_index].comp_data_size;
  3748. return compile_spirv_module(comp_data, comp_data_size, opt, spirv);
  3749. }
  3750. int resolve_shader_info(const uint32_t* spv_data, size_t spv_data_size, ShaderInfo& shader_info)
  3751. {
  3752. shader_info.specialization_count = 0;
  3753. shader_info.binding_count = 0;
  3754. shader_info.push_constant_count = 0;
  3755. uint32_t parameter_id = -233;
  3756. int specialization_count = 0;
  3757. int binding_count = 0;
  3758. int push_constant_count = 0;
  3759. // id -> binding_type
  3760. std::vector<int> id_types;
  3761. // binding_id -> binding_type
  3762. std::vector<int> binding_types;
  3763. const uint32_t* p = spv_data;
  3764. int bound = p[3];
  3765. id_types.resize(bound);
  3766. // skip magic version generator bound schema
  3767. p += 5;
  3768. // foreach op
  3769. while ((const unsigned char*)p < (const unsigned char*)spv_data + spv_data_size)
  3770. {
  3771. uint32_t opcode = p[0];
  3772. uint16_t wordcount = opcode >> 16;
  3773. uint16_t op = opcode & 0xffff;
  3774. if (op == 5) // OpName
  3775. {
  3776. uint32_t id = p[1];
  3777. const char* name = (const char*)&p[2];
  3778. if (strcmp(name, "parameter") == 0)
  3779. {
  3780. parameter_id = id;
  3781. }
  3782. }
  3783. else if (op == 6) // OpMemberName
  3784. {
  3785. uint32_t id = p[1];
  3786. if (id == parameter_id)
  3787. {
  3788. push_constant_count++;
  3789. }
  3790. }
  3791. else if (op == 25) // OpTypeImage
  3792. {
  3793. uint32_t id = p[1];
  3794. id_types[id] = 2;
  3795. }
  3796. else if (op == 27) // OpTypeSampledImage
  3797. {
  3798. uint32_t id = p[1];
  3799. id_types[id] = 3;
  3800. }
  3801. else if (op == 32) // OpTypePointer
  3802. {
  3803. uint32_t id = p[1];
  3804. uint32_t storage_class = p[2];
  3805. uint32_t type = p[3];
  3806. if (storage_class == 0) // UniformConstant
  3807. {
  3808. id_types[id] = id_types[type];
  3809. }
  3810. if (storage_class == 2) // Uniform
  3811. {
  3812. id_types[id] = id_types[type];
  3813. }
  3814. if (storage_class == 12) // StorageBuffer
  3815. {
  3816. id_types[type] = 1;
  3817. id_types[id] = id_types[type];
  3818. }
  3819. }
  3820. else if (op == 59) // OpVariable
  3821. {
  3822. uint32_t id = p[1];
  3823. uint32_t var_id = p[2];
  3824. uint32_t storage_class = p[3];
  3825. if (storage_class == 0) // UniformConstant
  3826. {
  3827. id_types[var_id] = id_types[id];
  3828. }
  3829. if (storage_class == 2) // Uniform
  3830. {
  3831. id_types[var_id] = id_types[id];
  3832. }
  3833. if (storage_class == 12) // StorageBuffer
  3834. {
  3835. id_types[var_id] = id_types[id];
  3836. }
  3837. }
  3838. else if (op == 71) // OpDecorate
  3839. {
  3840. uint32_t id = p[1];
  3841. uint32_t decoration = p[2];
  3842. uint32_t binding_id = p[3];
  3843. if (decoration == 1) // SpecId
  3844. {
  3845. specialization_count++;
  3846. }
  3847. if (decoration == 3) // BufferBlock
  3848. {
  3849. id_types[id] = 1;
  3850. }
  3851. else if (decoration == 33) // Binding
  3852. {
  3853. binding_count = std::max(binding_count, (int)binding_id + 1);
  3854. binding_types.resize(binding_count);
  3855. binding_types[binding_id] = id;
  3856. }
  3857. }
  3858. p += wordcount;
  3859. }
  3860. if (binding_count > 16)
  3861. {
  3862. NCNN_LOGE("too many binding %d", binding_count);
  3863. return -1;
  3864. }
  3865. shader_info.specialization_count = specialization_count;
  3866. shader_info.binding_count = binding_count;
  3867. shader_info.push_constant_count = push_constant_count;
  3868. // resolve binding_types
  3869. for (int i = 0; i < binding_count; i++)
  3870. {
  3871. shader_info.binding_types[i] = id_types[binding_types[i]];
  3872. }
  3873. return 0;
  3874. }
  3875. } // namespace ncnn
  3876. #endif // NCNN_VULKAN