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gpu.cpp 161 kB

[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
5 years ago
5 years ago
5 years ago
5 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
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  1. // Tencent is pleased to support the open source community by making ncnn available.
  2. //
  3. // Copyright (C) 2018 THL A29 Limited, a Tencent company. All rights reserved.
  4. //
  5. // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
  6. // in compliance with the License. You may obtain a copy of the License at
  7. //
  8. // https://opensource.org/licenses/BSD-3-Clause
  9. //
  10. // Unless required by applicable law or agreed to in writing, software distributed
  11. // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
  12. // CONDITIONS OF ANY KIND, either express or implied. See the License for the
  13. // specific language governing permissions and limitations under the License.
  14. #include "gpu.h"
  15. #if NCNN_VULKAN
  16. #include <math.h>
  17. #include <string.h>
  18. #include <vulkan/vulkan.h>
  19. #include "glslang/SPIRV/GlslangToSpv.h"
  20. #include "glslang/glslang/Public/ShaderLang.h"
  21. #include "command.h"
  22. #include "layer.h"
  23. #include "layer/vulkan/packing_vulkan.h"
  24. #include "layer_type.h"
  25. #include "mat.h"
  26. #include "pipelinecache.h"
  27. // There is known issue that vkDestroyDebugUtilsMessengerEXT crash on exit when vulkan validation layer enabled
  28. // upstream fix https://github.com/KhronosGroup/Vulkan-Loader/pull/539
  29. #define ENABLE_VALIDATION_LAYER 0
  30. namespace ncnn {
  31. // global
  32. static Mutex g_instance_lock;
  33. class __ncnn_vulkan_instance_holder
  34. {
  35. public:
  36. __ncnn_vulkan_instance_holder()
  37. {
  38. instance = 0;
  39. #if ENABLE_VALIDATION_LAYER
  40. callback = 0;
  41. #endif
  42. }
  43. ~__ncnn_vulkan_instance_holder()
  44. {
  45. destroy_gpu_instance();
  46. }
  47. operator VkInstance()
  48. {
  49. return instance;
  50. }
  51. VkInstance instance;
  52. #if ENABLE_VALIDATION_LAYER
  53. VkDebugUtilsMessengerEXT callback;
  54. #endif
  55. };
  56. static __ncnn_vulkan_instance_holder g_instance;
  57. static int g_gpu_count = 0;
  58. static int g_default_gpu_index = -1;
  59. // NOTE 8 is large enough i think ...
  60. #define NCNN_MAX_GPU_COUNT 8
  61. static GpuInfo* g_gpu_infos[NCNN_MAX_GPU_COUNT] = {0};
  62. // default vulkan device
  63. static Mutex g_default_vkdev_lock;
  64. static VulkanDevice* g_default_vkdev[NCNN_MAX_GPU_COUNT] = {0};
  65. struct layer_shader_registry_entry
  66. {
  67. const char* comp_data;
  68. int comp_data_size;
  69. };
  70. #include "layer_shader_spv_data.h"
  71. static const layer_shader_registry_entry layer_shader_registry[] = {
  72. #include "layer_shader_registry.h"
  73. };
  74. static const int layer_shader_registry_entry_count = sizeof(layer_shader_registry) / sizeof(layer_shader_registry_entry);
  75. int support_VK_KHR_external_memory_capabilities = 0;
  76. int support_VK_KHR_get_physical_device_properties2 = 0;
  77. int support_VK_KHR_get_surface_capabilities2 = 0;
  78. int support_VK_KHR_surface = 0;
  79. int support_VK_EXT_debug_utils = 0;
  80. #if __ANDROID_API__ >= 26
  81. int support_VK_KHR_android_surface = 0;
  82. #endif // __ANDROID_API__ >= 26
  83. // VK_KHR_external_memory_capabilities
  84. PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR vkGetPhysicalDeviceExternalBufferPropertiesKHR = 0;
  85. // VK_KHR_get_physical_device_properties2
  86. PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR = 0;
  87. PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR = 0;
  88. PFN_vkGetPhysicalDeviceFormatProperties2KHR vkGetPhysicalDeviceFormatProperties2KHR = 0;
  89. PFN_vkGetPhysicalDeviceImageFormatProperties2KHR vkGetPhysicalDeviceImageFormatProperties2KHR = 0;
  90. PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR vkGetPhysicalDeviceQueueFamilyProperties2KHR = 0;
  91. PFN_vkGetPhysicalDeviceMemoryProperties2KHR vkGetPhysicalDeviceMemoryProperties2KHR = 0;
  92. PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR vkGetPhysicalDeviceSparseImageFormatProperties2KHR = 0;
  93. // VK_KHR_get_surface_capabilities2
  94. PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR vkGetPhysicalDeviceSurfaceCapabilities2KHR = 0;
  95. PFN_vkGetPhysicalDeviceSurfaceFormats2KHR vkGetPhysicalDeviceSurfaceFormats2KHR = 0;
  96. // VK_KHR_surface
  97. PFN_vkDestroySurfaceKHR vkDestroySurfaceKHR = 0;
  98. PFN_vkGetPhysicalDeviceSurfaceSupportKHR vkGetPhysicalDeviceSurfaceSupportKHR = 0;
  99. PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR vkGetPhysicalDeviceSurfaceCapabilitiesKHR = 0;
  100. PFN_vkGetPhysicalDeviceSurfaceFormatsKHR vkGetPhysicalDeviceSurfaceFormatsKHR = 0;
  101. PFN_vkGetPhysicalDeviceSurfacePresentModesKHR vkGetPhysicalDeviceSurfacePresentModesKHR = 0;
  102. #if __ANDROID_API__ >= 26
  103. // VK_KHR_android_surface
  104. PFN_vkCreateAndroidSurfaceKHR vkCreateAndroidSurfaceKHR = 0;
  105. #endif // __ANDROID_API__ >= 26
  106. class GpuInfoPrivate
  107. {
  108. public:
  109. // vulkan physical device
  110. VkPhysicalDevice physical_device;
  111. // memory properties
  112. VkPhysicalDeviceMemoryProperties physical_device_memory_properties;
  113. // info
  114. uint32_t api_version;
  115. uint32_t driver_version;
  116. uint32_t vendor_id;
  117. uint32_t device_id;
  118. char device_name[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE];
  119. uint8_t pipeline_cache_uuid[VK_UUID_SIZE];
  120. // 0 = discrete gpu
  121. // 1 = integrated gpu
  122. // 2 = virtual gpu
  123. // 3 = cpu
  124. int type;
  125. // hardware limit
  126. uint32_t max_shared_memory_size;
  127. uint32_t max_workgroup_count_x;
  128. uint32_t max_workgroup_count_y;
  129. uint32_t max_workgroup_count_z;
  130. uint32_t max_workgroup_invocations;
  131. uint32_t max_workgroup_size_x;
  132. uint32_t max_workgroup_size_y;
  133. uint32_t max_workgroup_size_z;
  134. size_t memory_map_alignment;
  135. size_t buffer_offset_alignment;
  136. size_t non_coherent_atom_size;
  137. size_t buffer_image_granularity;
  138. uint32_t max_image_dimension_1d;
  139. uint32_t max_image_dimension_2d;
  140. uint32_t max_image_dimension_3d;
  141. float timestamp_period;
  142. // runtime
  143. uint32_t compute_queue_family_index;
  144. uint32_t graphics_queue_family_index;
  145. uint32_t transfer_queue_family_index;
  146. uint32_t compute_queue_count;
  147. uint32_t graphics_queue_count;
  148. uint32_t transfer_queue_count;
  149. // property
  150. bool unified_compute_transfer_queue;
  151. // subgroup
  152. uint32_t subgroup_size;
  153. bool support_subgroup_basic;
  154. bool support_subgroup_vote;
  155. bool support_subgroup_ballot;
  156. bool support_subgroup_shuffle;
  157. // bug is not feature
  158. bool bug_storage_buffer_no_l1;
  159. bool bug_corrupted_online_pipeline_cache;
  160. bool bug_buffer_image_load_zero;
  161. // but sometimes bug is a feature
  162. bool bug_implicit_fp16_arithmetic;
  163. // fp16 and int8 feature
  164. bool support_fp16_packed;
  165. bool support_fp16_storage;
  166. bool support_fp16_arithmetic;
  167. bool support_int8_packed;
  168. bool support_int8_storage;
  169. bool support_int8_arithmetic;
  170. // ycbcr conversion feature
  171. bool support_ycbcr_conversion;
  172. bool support_reserved_0;
  173. // extension capability
  174. int support_VK_KHR_8bit_storage;
  175. int support_VK_KHR_16bit_storage;
  176. int support_VK_KHR_bind_memory2;
  177. int support_VK_KHR_create_renderpass2;
  178. int support_VK_KHR_dedicated_allocation;
  179. int support_VK_KHR_descriptor_update_template;
  180. int support_VK_KHR_external_memory;
  181. int support_VK_KHR_get_memory_requirements2;
  182. int support_VK_KHR_maintenance1;
  183. int support_VK_KHR_maintenance2;
  184. int support_VK_KHR_maintenance3;
  185. int support_VK_KHR_multiview;
  186. int support_VK_KHR_push_descriptor;
  187. int support_VK_KHR_sampler_ycbcr_conversion;
  188. int support_VK_KHR_shader_float16_int8;
  189. int support_VK_KHR_shader_float_controls;
  190. int support_VK_KHR_storage_buffer_storage_class;
  191. int support_VK_KHR_swapchain;
  192. int support_VK_EXT_descriptor_indexing;
  193. int support_VK_EXT_memory_budget;
  194. int support_VK_EXT_queue_family_foreign;
  195. #if __ANDROID_API__ >= 26
  196. int support_VK_ANDROID_external_memory_android_hardware_buffer;
  197. #endif // __ANDROID_API__ >= 26
  198. };
  199. GpuInfo::GpuInfo()
  200. : d(new GpuInfoPrivate)
  201. {
  202. }
  203. GpuInfo::~GpuInfo()
  204. {
  205. delete d;
  206. }
  207. GpuInfo::GpuInfo(const GpuInfo&)
  208. : d(0)
  209. {
  210. }
  211. GpuInfo& GpuInfo::operator=(const GpuInfo&)
  212. {
  213. return *this;
  214. }
  215. VkPhysicalDevice GpuInfo::physical_device() const
  216. {
  217. return d->physical_device;
  218. }
  219. const VkPhysicalDeviceMemoryProperties& GpuInfo::physical_device_memory_properties() const
  220. {
  221. return d->physical_device_memory_properties;
  222. }
  223. uint32_t GpuInfo::api_version() const
  224. {
  225. return d->api_version;
  226. }
  227. uint32_t GpuInfo::driver_version() const
  228. {
  229. return d->driver_version;
  230. }
  231. uint32_t GpuInfo::vendor_id() const
  232. {
  233. return d->vendor_id;
  234. }
  235. uint32_t GpuInfo::device_id() const
  236. {
  237. return d->device_id;
  238. }
  239. const char* GpuInfo::device_name() const
  240. {
  241. return d->device_name;
  242. }
  243. uint8_t* GpuInfo::pipeline_cache_uuid() const
  244. {
  245. return d->pipeline_cache_uuid;
  246. }
  247. int GpuInfo::type() const
  248. {
  249. return d->type;
  250. }
  251. uint32_t GpuInfo::max_shared_memory_size() const
  252. {
  253. return d->max_shared_memory_size;
  254. }
  255. uint32_t GpuInfo::max_workgroup_count_x() const
  256. {
  257. return d->max_workgroup_count_x;
  258. }
  259. uint32_t GpuInfo::max_workgroup_count_y() const
  260. {
  261. return d->max_workgroup_count_y;
  262. }
  263. uint32_t GpuInfo::max_workgroup_count_z() const
  264. {
  265. return d->max_workgroup_count_z;
  266. }
  267. uint32_t GpuInfo::max_workgroup_invocations() const
  268. {
  269. return d->max_workgroup_invocations;
  270. }
  271. uint32_t GpuInfo::max_workgroup_size_x() const
  272. {
  273. return d->max_workgroup_size_x;
  274. }
  275. uint32_t GpuInfo::max_workgroup_size_y() const
  276. {
  277. return d->max_workgroup_size_y;
  278. }
  279. uint32_t GpuInfo::max_workgroup_size_z() const
  280. {
  281. return d->max_workgroup_size_z;
  282. }
  283. size_t GpuInfo::memory_map_alignment() const
  284. {
  285. return d->memory_map_alignment;
  286. }
  287. size_t GpuInfo::buffer_offset_alignment() const
  288. {
  289. return d->buffer_offset_alignment;
  290. }
  291. size_t GpuInfo::non_coherent_atom_size() const
  292. {
  293. return d->non_coherent_atom_size;
  294. }
  295. size_t GpuInfo::buffer_image_granularity() const
  296. {
  297. return d->buffer_image_granularity;
  298. }
  299. uint32_t GpuInfo::max_image_dimension_1d() const
  300. {
  301. return d->max_image_dimension_1d;
  302. }
  303. uint32_t GpuInfo::max_image_dimension_2d() const
  304. {
  305. return d->max_image_dimension_2d;
  306. }
  307. uint32_t GpuInfo::max_image_dimension_3d() const
  308. {
  309. return d->max_image_dimension_3d;
  310. }
  311. float GpuInfo::timestamp_period() const
  312. {
  313. return d->timestamp_period;
  314. }
  315. uint32_t GpuInfo::compute_queue_family_index() const
  316. {
  317. return d->compute_queue_family_index;
  318. }
  319. uint32_t GpuInfo::graphics_queue_family_index() const
  320. {
  321. return d->graphics_queue_family_index;
  322. }
  323. uint32_t GpuInfo::transfer_queue_family_index() const
  324. {
  325. return d->transfer_queue_family_index;
  326. }
  327. uint32_t GpuInfo::compute_queue_count() const
  328. {
  329. return d->compute_queue_count;
  330. }
  331. uint32_t GpuInfo::graphics_queue_count() const
  332. {
  333. return d->graphics_queue_count;
  334. }
  335. uint32_t GpuInfo::transfer_queue_count() const
  336. {
  337. return d->transfer_queue_count;
  338. }
  339. bool GpuInfo::unified_compute_transfer_queue() const
  340. {
  341. return d->unified_compute_transfer_queue;
  342. }
  343. uint32_t GpuInfo::subgroup_size() const
  344. {
  345. return d->subgroup_size;
  346. }
  347. bool GpuInfo::support_subgroup_basic() const
  348. {
  349. return d->support_subgroup_basic;
  350. }
  351. bool GpuInfo::support_subgroup_vote() const
  352. {
  353. return d->support_subgroup_vote;
  354. }
  355. bool GpuInfo::support_subgroup_ballot() const
  356. {
  357. return d->support_subgroup_ballot;
  358. }
  359. bool GpuInfo::support_subgroup_shuffle() const
  360. {
  361. return d->support_subgroup_shuffle;
  362. }
  363. bool GpuInfo::bug_storage_buffer_no_l1() const
  364. {
  365. return d->bug_storage_buffer_no_l1;
  366. }
  367. bool GpuInfo::bug_corrupted_online_pipeline_cache() const
  368. {
  369. return d->bug_corrupted_online_pipeline_cache;
  370. }
  371. bool GpuInfo::bug_buffer_image_load_zero() const
  372. {
  373. return d->bug_buffer_image_load_zero;
  374. }
  375. bool GpuInfo::bug_implicit_fp16_arithmetic() const
  376. {
  377. return d->bug_implicit_fp16_arithmetic;
  378. }
  379. bool GpuInfo::support_fp16_packed() const
  380. {
  381. return d->support_fp16_packed;
  382. }
  383. bool GpuInfo::support_fp16_storage() const
  384. {
  385. return d->support_fp16_storage;
  386. }
  387. bool GpuInfo::support_fp16_arithmetic() const
  388. {
  389. return d->support_fp16_arithmetic;
  390. }
  391. bool GpuInfo::support_int8_packed() const
  392. {
  393. return d->support_int8_packed;
  394. }
  395. bool GpuInfo::support_int8_storage() const
  396. {
  397. return d->support_int8_storage;
  398. }
  399. bool GpuInfo::support_int8_arithmetic() const
  400. {
  401. return d->support_int8_arithmetic;
  402. }
  403. bool GpuInfo::support_ycbcr_conversion() const
  404. {
  405. return d->support_ycbcr_conversion;
  406. }
  407. int GpuInfo::support_VK_KHR_8bit_storage() const
  408. {
  409. return d->support_VK_KHR_8bit_storage;
  410. }
  411. int GpuInfo::support_VK_KHR_16bit_storage() const
  412. {
  413. return d->support_VK_KHR_16bit_storage;
  414. }
  415. int GpuInfo::support_VK_KHR_bind_memory2() const
  416. {
  417. return d->support_VK_KHR_bind_memory2;
  418. }
  419. int GpuInfo::support_VK_KHR_create_renderpass2() const
  420. {
  421. return d->support_VK_KHR_create_renderpass2;
  422. }
  423. int GpuInfo::support_VK_KHR_dedicated_allocation() const
  424. {
  425. return d->support_VK_KHR_dedicated_allocation;
  426. }
  427. int GpuInfo::support_VK_KHR_descriptor_update_template() const
  428. {
  429. return d->support_VK_KHR_descriptor_update_template;
  430. }
  431. int GpuInfo::support_VK_KHR_external_memory() const
  432. {
  433. return d->support_VK_KHR_external_memory;
  434. }
  435. int GpuInfo::support_VK_KHR_get_memory_requirements2() const
  436. {
  437. return d->support_VK_KHR_get_memory_requirements2;
  438. }
  439. int GpuInfo::support_VK_KHR_maintenance1() const
  440. {
  441. return d->support_VK_KHR_maintenance1;
  442. }
  443. int GpuInfo::support_VK_KHR_maintenance2() const
  444. {
  445. return d->support_VK_KHR_maintenance2;
  446. }
  447. int GpuInfo::support_VK_KHR_maintenance3() const
  448. {
  449. return d->support_VK_KHR_maintenance3;
  450. }
  451. int GpuInfo::support_VK_KHR_multiview() const
  452. {
  453. return d->support_VK_KHR_multiview;
  454. }
  455. int GpuInfo::support_VK_KHR_push_descriptor() const
  456. {
  457. return d->support_VK_KHR_push_descriptor;
  458. }
  459. int GpuInfo::support_VK_KHR_sampler_ycbcr_conversion() const
  460. {
  461. return d->support_VK_KHR_sampler_ycbcr_conversion;
  462. }
  463. int GpuInfo::support_VK_KHR_shader_float16_int8() const
  464. {
  465. return d->support_VK_KHR_shader_float16_int8;
  466. }
  467. int GpuInfo::support_VK_KHR_shader_float_controls() const
  468. {
  469. return d->support_VK_KHR_shader_float_controls;
  470. }
  471. int GpuInfo::support_VK_KHR_storage_buffer_storage_class() const
  472. {
  473. return d->support_VK_KHR_storage_buffer_storage_class;
  474. }
  475. int GpuInfo::support_VK_KHR_swapchain() const
  476. {
  477. return d->support_VK_KHR_swapchain;
  478. }
  479. int GpuInfo::support_VK_EXT_descriptor_indexing() const
  480. {
  481. return d->support_VK_EXT_descriptor_indexing;
  482. }
  483. int GpuInfo::support_VK_EXT_memory_budget() const
  484. {
  485. return d->support_VK_EXT_memory_budget;
  486. }
  487. int GpuInfo::support_VK_EXT_queue_family_foreign() const
  488. {
  489. return d->support_VK_EXT_queue_family_foreign;
  490. }
  491. #if __ANDROID_API__ >= 26
  492. int GpuInfo::support_VK_ANDROID_external_memory_android_hardware_buffer() const
  493. {
  494. return d->support_VK_ANDROID_external_memory_android_hardware_buffer;
  495. }
  496. #endif // __ANDROID_API__ >= 26
  497. static int init_instance_extension()
  498. {
  499. if (support_VK_KHR_external_memory_capabilities)
  500. {
  501. vkGetPhysicalDeviceExternalBufferPropertiesKHR = (PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceExternalBufferPropertiesKHR");
  502. }
  503. if (support_VK_KHR_get_physical_device_properties2)
  504. {
  505. vkGetPhysicalDeviceFeatures2KHR = (PFN_vkGetPhysicalDeviceFeatures2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFeatures2KHR");
  506. vkGetPhysicalDeviceProperties2KHR = (PFN_vkGetPhysicalDeviceProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceProperties2KHR");
  507. vkGetPhysicalDeviceFormatProperties2KHR = (PFN_vkGetPhysicalDeviceFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceFormatProperties2KHR");
  508. vkGetPhysicalDeviceImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceImageFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceImageFormatProperties2KHR");
  509. vkGetPhysicalDeviceQueueFamilyProperties2KHR = (PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceQueueFamilyProperties2KHR");
  510. vkGetPhysicalDeviceMemoryProperties2KHR = (PFN_vkGetPhysicalDeviceMemoryProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceMemoryProperties2KHR");
  511. vkGetPhysicalDeviceSparseImageFormatProperties2KHR = (PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSparseImageFormatProperties2KHR");
  512. }
  513. if (support_VK_KHR_get_surface_capabilities2)
  514. {
  515. vkGetPhysicalDeviceSurfaceCapabilities2KHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceCapabilities2KHR");
  516. vkGetPhysicalDeviceSurfaceFormats2KHR = (PFN_vkGetPhysicalDeviceSurfaceFormats2KHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceFormats2KHR");
  517. }
  518. if (support_VK_KHR_surface)
  519. {
  520. vkDestroySurfaceKHR = (PFN_vkDestroySurfaceKHR)vkGetInstanceProcAddr(g_instance, "vkDestroySurfaceKHR");
  521. vkGetPhysicalDeviceSurfaceSupportKHR = (PFN_vkGetPhysicalDeviceSurfaceSupportKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceSupportKHR");
  522. vkGetPhysicalDeviceSurfaceCapabilitiesKHR = (PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR");
  523. vkGetPhysicalDeviceSurfaceFormatsKHR = (PFN_vkGetPhysicalDeviceSurfaceFormatsKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfaceFormatsKHR");
  524. vkGetPhysicalDeviceSurfacePresentModesKHR = (PFN_vkGetPhysicalDeviceSurfacePresentModesKHR)vkGetInstanceProcAddr(g_instance, "vkGetPhysicalDeviceSurfacePresentModesKHR");
  525. }
  526. #if __ANDROID_API__ >= 26
  527. if (support_VK_KHR_android_surface)
  528. {
  529. vkCreateAndroidSurfaceKHR = (PFN_vkCreateAndroidSurfaceKHR)vkGetInstanceProcAddr(g_instance, "vkCreateAndroidSurfaceKHR");
  530. }
  531. #endif // __ANDROID_API__ >= 26
  532. return 0;
  533. }
  534. #if ENABLE_VALIDATION_LAYER
  535. static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
  536. VkDebugUtilsMessageSeverityFlagBitsEXT /*messageSeverity*/,
  537. VkDebugUtilsMessageTypeFlagsEXT /*messageType*/,
  538. const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
  539. void* /*pUserData*/)
  540. {
  541. NCNN_LOGE("validation layer: %s", pCallbackData->pMessage);
  542. return VK_FALSE;
  543. }
  544. static VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pCallback)
  545. {
  546. PFN_vkCreateDebugUtilsMessengerEXT func = (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
  547. if (func)
  548. return func(instance, pCreateInfo, pAllocator, pCallback);
  549. return VK_ERROR_EXTENSION_NOT_PRESENT;
  550. }
  551. static void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT callback, const VkAllocationCallbacks* pAllocator)
  552. {
  553. PFN_vkDestroyDebugUtilsMessengerEXT func = (PFN_vkDestroyDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT");
  554. if (func)
  555. func(instance, callback, pAllocator);
  556. }
  557. #endif // ENABLE_VALIDATION_LAYER
  558. static uint32_t find_device_compute_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  559. {
  560. // first try, compute only queue
  561. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  562. {
  563. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  564. if ((queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  565. && !(queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  566. {
  567. return i;
  568. }
  569. }
  570. // second try, any queue with compute and graphics
  571. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  572. {
  573. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  574. if ((queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  575. && (queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  576. {
  577. return i;
  578. }
  579. }
  580. // third try, any queue with compute
  581. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  582. {
  583. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  584. if (queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  585. {
  586. return i;
  587. }
  588. }
  589. // NCNN_LOGE("no compute queue");
  590. return -1;
  591. }
  592. static uint32_t find_device_graphics_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  593. {
  594. // first try, graphics only queue
  595. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  596. {
  597. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  598. if ((queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  599. && !(queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT))
  600. {
  601. return i;
  602. }
  603. }
  604. // second try, any queue with graphics and compute
  605. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  606. {
  607. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  608. if ((queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  609. && (queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT))
  610. {
  611. return i;
  612. }
  613. }
  614. // third try, any queue with graphics
  615. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  616. {
  617. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  618. if (queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT)
  619. {
  620. return i;
  621. }
  622. }
  623. // NCNN_LOGE("no graphics queue");
  624. return -1;
  625. }
  626. static uint32_t find_device_transfer_queue(const std::vector<VkQueueFamilyProperties>& queueFamilyProperties)
  627. {
  628. // first try, transfer only queue
  629. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  630. {
  631. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  632. if ((queueFamilyProperty.queueFlags & VK_QUEUE_TRANSFER_BIT)
  633. && !(queueFamilyProperty.queueFlags & VK_QUEUE_COMPUTE_BIT)
  634. && !(queueFamilyProperty.queueFlags & VK_QUEUE_GRAPHICS_BIT))
  635. {
  636. return i;
  637. }
  638. }
  639. // second try, any queue with transfer
  640. for (uint32_t i = 0; i < queueFamilyProperties.size(); i++)
  641. {
  642. const VkQueueFamilyProperties& queueFamilyProperty = queueFamilyProperties[i];
  643. if (queueFamilyProperty.queueFlags & VK_QUEUE_TRANSFER_BIT)
  644. {
  645. return i;
  646. }
  647. }
  648. // third try, use compute queue
  649. uint32_t compute_queue_index = find_device_compute_queue(queueFamilyProperties);
  650. if (compute_queue_index != (uint32_t)-1)
  651. {
  652. return compute_queue_index;
  653. }
  654. // fourth try, use graphics queue
  655. uint32_t graphics_queue_index = find_device_graphics_queue(queueFamilyProperties);
  656. if (graphics_queue_index != (uint32_t)-1)
  657. {
  658. return graphics_queue_index;
  659. }
  660. // NCNN_LOGE("no transfer queue");
  661. return -1;
  662. }
  663. static int find_default_vulkan_device_index()
  664. {
  665. // first try, discrete gpu
  666. for (int i = 0; i < g_gpu_count; i++)
  667. {
  668. if (g_gpu_infos[i]->type() == 0)
  669. return i;
  670. }
  671. // second try, integrated gpu
  672. for (int i = 0; i < g_gpu_count; i++)
  673. {
  674. if (g_gpu_infos[i]->type() == 1)
  675. return i;
  676. }
  677. // third try, any probed device
  678. if (g_gpu_count > 0)
  679. return 0;
  680. NCNN_LOGE("no vulkan device");
  681. return -1;
  682. }
  683. int create_gpu_instance()
  684. {
  685. MutexLockGuard lock(g_instance_lock);
  686. if ((VkInstance)g_instance != 0)
  687. return 0;
  688. // NCNN_LOGE("create_gpu_instance");
  689. VkResult ret;
  690. std::vector<const char*> enabledLayers;
  691. #if ENABLE_VALIDATION_LAYER
  692. uint32_t instanceLayerPropertyCount;
  693. ret = vkEnumerateInstanceLayerProperties(&instanceLayerPropertyCount, NULL);
  694. if (ret != VK_SUCCESS)
  695. {
  696. NCNN_LOGE("vkEnumerateInstanceLayerProperties failed %d", ret);
  697. return -1;
  698. }
  699. std::vector<VkLayerProperties> instanceLayerProperties(instanceLayerPropertyCount);
  700. ret = vkEnumerateInstanceLayerProperties(&instanceLayerPropertyCount, instanceLayerProperties.data());
  701. if (ret != VK_SUCCESS)
  702. {
  703. NCNN_LOGE("vkEnumerateInstanceLayerProperties failed %d", ret);
  704. return -1;
  705. }
  706. for (uint32_t i = 0; i < instanceLayerPropertyCount; i++)
  707. {
  708. const VkLayerProperties& lp = instanceLayerProperties[i];
  709. // NCNN_LOGE("instance layer %s = %u", lp.layerName, lp.implementationVersion);
  710. if (strcmp(lp.layerName, "VK_LAYER_LUNARG_standard_validation") == 0)
  711. {
  712. enabledLayers.push_back("VK_LAYER_LUNARG_standard_validation");
  713. }
  714. if (strcmp(lp.layerName, "VK_LAYER_LUNARG_parameter_validation") == 0)
  715. {
  716. enabledLayers.push_back("VK_LAYER_LUNARG_parameter_validation");
  717. }
  718. if (strcmp(lp.layerName, "VK_LAYER_KHRONOS_validation") == 0)
  719. {
  720. enabledLayers.push_back("VK_LAYER_KHRONOS_validation");
  721. }
  722. }
  723. #endif // ENABLE_VALIDATION_LAYER
  724. std::vector<const char*> enabledExtensions;
  725. uint32_t instanceExtensionPropertyCount;
  726. ret = vkEnumerateInstanceExtensionProperties(NULL, &instanceExtensionPropertyCount, NULL);
  727. if (ret != VK_SUCCESS)
  728. {
  729. NCNN_LOGE("vkEnumerateInstanceExtensionProperties failed %d", ret);
  730. return -1;
  731. }
  732. std::vector<VkExtensionProperties> instanceExtensionProperties(instanceExtensionPropertyCount);
  733. ret = vkEnumerateInstanceExtensionProperties(NULL, &instanceExtensionPropertyCount, instanceExtensionProperties.data());
  734. if (ret != VK_SUCCESS)
  735. {
  736. NCNN_LOGE("vkEnumerateInstanceExtensionProperties failed %d", ret);
  737. return -1;
  738. }
  739. support_VK_KHR_get_physical_device_properties2 = 0;
  740. support_VK_KHR_get_surface_capabilities2 = 0;
  741. support_VK_KHR_surface = 0;
  742. support_VK_EXT_debug_utils = 0;
  743. #if __ANDROID_API__ >= 26
  744. support_VK_KHR_android_surface = 0;
  745. #endif // __ANDROID_API__ >= 26
  746. for (uint32_t j = 0; j < instanceExtensionPropertyCount; j++)
  747. {
  748. const VkExtensionProperties& exp = instanceExtensionProperties[j];
  749. // NCNN_LOGE("instance extension %s = %u", exp.extensionName, exp.specVersion);
  750. if (strcmp(exp.extensionName, "VK_KHR_external_memory_capabilities") == 0)
  751. support_VK_KHR_external_memory_capabilities = exp.specVersion;
  752. else if (strcmp(exp.extensionName, "VK_KHR_get_physical_device_properties2") == 0)
  753. support_VK_KHR_get_physical_device_properties2 = exp.specVersion;
  754. else if (strcmp(exp.extensionName, "VK_KHR_get_surface_capabilities2") == 0)
  755. support_VK_KHR_get_surface_capabilities2 = exp.specVersion;
  756. else if (strcmp(exp.extensionName, "VK_KHR_surface") == 0)
  757. support_VK_KHR_surface = exp.specVersion;
  758. else if (strcmp(exp.extensionName, "VK_EXT_debug_utils") == 0)
  759. support_VK_EXT_debug_utils = exp.specVersion;
  760. #if __ANDROID_API__ >= 26
  761. else if (strcmp(exp.extensionName, "VK_KHR_android_surface") == 0)
  762. support_VK_KHR_android_surface = exp.specVersion;
  763. #endif // __ANDROID_API__ >= 26
  764. }
  765. if (support_VK_KHR_external_memory_capabilities)
  766. enabledExtensions.push_back("VK_KHR_external_memory_capabilities");
  767. if (support_VK_KHR_get_physical_device_properties2)
  768. enabledExtensions.push_back("VK_KHR_get_physical_device_properties2");
  769. if (support_VK_KHR_get_surface_capabilities2)
  770. enabledExtensions.push_back("VK_KHR_get_surface_capabilities2");
  771. if (support_VK_KHR_surface)
  772. enabledExtensions.push_back("VK_KHR_surface");
  773. #if ENABLE_VALIDATION_LAYER
  774. if (support_VK_EXT_debug_utils)
  775. enabledExtensions.push_back("VK_EXT_debug_utils");
  776. #endif // ENABLE_VALIDATION_LAYER
  777. #if __ANDROID_API__ >= 26
  778. if (support_VK_KHR_android_surface)
  779. enabledExtensions.push_back("VK_KHR_android_surface");
  780. #endif // __ANDROID_API__ >= 26
  781. uint32_t instance_api_version = VK_MAKE_VERSION(1, 0, 0);
  782. typedef VkResult(VKAPI_PTR * PFN_vkEnumerateInstanceVersion)(uint32_t * pApiVersion);
  783. PFN_vkEnumerateInstanceVersion vkEnumerateInstanceVersion = (PFN_vkEnumerateInstanceVersion)vkGetInstanceProcAddr(0, "vkEnumerateInstanceVersion");
  784. if (vkEnumerateInstanceVersion)
  785. {
  786. ret = vkEnumerateInstanceVersion(&instance_api_version);
  787. if (ret != VK_SUCCESS)
  788. {
  789. NCNN_LOGE("vkEnumerateInstanceVersion failed %d", ret);
  790. return -1;
  791. }
  792. }
  793. // 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));
  794. VkApplicationInfo applicationInfo;
  795. applicationInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
  796. applicationInfo.pNext = 0;
  797. applicationInfo.pApplicationName = "ncnn";
  798. applicationInfo.applicationVersion = 0;
  799. applicationInfo.pEngineName = "ncnn";
  800. applicationInfo.engineVersion = 20201010;
  801. applicationInfo.apiVersion = instance_api_version;
  802. VkInstanceCreateInfo instanceCreateInfo;
  803. instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  804. instanceCreateInfo.pNext = 0;
  805. instanceCreateInfo.flags = 0;
  806. instanceCreateInfo.pApplicationInfo = &applicationInfo;
  807. instanceCreateInfo.enabledLayerCount = enabledLayers.size();
  808. instanceCreateInfo.ppEnabledLayerNames = enabledLayers.data();
  809. instanceCreateInfo.enabledExtensionCount = enabledExtensions.size();
  810. instanceCreateInfo.ppEnabledExtensionNames = enabledExtensions.data();
  811. VkInstance instance = 0;
  812. ret = vkCreateInstance(&instanceCreateInfo, 0, &instance);
  813. if (ret != VK_SUCCESS)
  814. {
  815. NCNN_LOGE("vkCreateInstance failed %d", ret);
  816. return -1;
  817. }
  818. g_instance.instance = instance;
  819. #if ENABLE_VALIDATION_LAYER
  820. if (support_VK_EXT_debug_utils)
  821. {
  822. VkDebugUtilsMessengerCreateInfoEXT createInfo = {};
  823. createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
  824. 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;
  825. 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;
  826. createInfo.pfnUserCallback = debugCallback;
  827. createInfo.pUserData = 0;
  828. ret = CreateDebugUtilsMessengerEXT(g_instance, &createInfo, NULL, &g_instance.callback);
  829. if (ret != VK_SUCCESS)
  830. {
  831. NCNN_LOGE("CreateDebugUtilsMessengerEXT failed %d", ret);
  832. return -1;
  833. }
  834. }
  835. #endif // ENABLE_VALIDATION_LAYER
  836. init_instance_extension();
  837. uint32_t physicalDeviceCount = 0;
  838. ret = vkEnumeratePhysicalDevices(g_instance, &physicalDeviceCount, 0);
  839. if (ret != VK_SUCCESS)
  840. {
  841. NCNN_LOGE("vkEnumeratePhysicalDevices failed %d", ret);
  842. return -1;
  843. }
  844. if (physicalDeviceCount > NCNN_MAX_GPU_COUNT)
  845. physicalDeviceCount = NCNN_MAX_GPU_COUNT;
  846. std::vector<VkPhysicalDevice> physicalDevices(physicalDeviceCount);
  847. ret = vkEnumeratePhysicalDevices(g_instance, &physicalDeviceCount, physicalDevices.data());
  848. if (ret != VK_SUCCESS)
  849. {
  850. NCNN_LOGE("vkEnumeratePhysicalDevices failed %d", ret);
  851. return -1;
  852. }
  853. // find proper device and queue
  854. int gpu_info_index = 0;
  855. for (uint32_t i = 0; i < physicalDeviceCount; i++)
  856. {
  857. const VkPhysicalDevice& physicalDevice = physicalDevices[i];
  858. delete g_gpu_infos[gpu_info_index];
  859. g_gpu_infos[gpu_info_index] = new GpuInfo;
  860. GpuInfoPrivate& gpu_info = *(g_gpu_infos[gpu_info_index]->d);
  861. // device type
  862. VkPhysicalDeviceProperties physicalDeviceProperties;
  863. vkGetPhysicalDeviceProperties(physicalDevice, &physicalDeviceProperties);
  864. // NCNN_LOGE("[%u] apiVersion = %u.%u.%u", i, VK_VERSION_MAJOR(physicalDeviceProperties.apiVersion),
  865. // VK_VERSION_MINOR(physicalDeviceProperties.apiVersion), VK_VERSION_PATCH(physicalDeviceProperties.apiVersion));
  866. // NCNN_LOGE("[%u] driverVersion = %u.%u.%u", i, VK_VERSION_MAJOR(physicalDeviceProperties.driverVersion),
  867. // VK_VERSION_MINOR(physicalDeviceProperties.driverVersion), VK_VERSION_PATCH(physicalDeviceProperties.driverVersion));
  868. // NCNN_LOGE("[%u] vendorID = %x", i, physicalDeviceProperties.vendorID);
  869. // NCNN_LOGE("[%u] deviceID = %x", i, physicalDeviceProperties.deviceID);
  870. // NCNN_LOGE("[%u] deviceType = %x", i, physicalDeviceProperties.deviceType);
  871. // NCNN_LOGE("[%u] deviceName = %s", i, physicalDeviceProperties.deviceName);
  872. // NCNN_LOGE("[%u] pipelineCacheUUID = %u", i, physicalDeviceProperties.pipelineCacheUUID);
  873. // mali
  874. // t760 = 0x13b5 0x7500001
  875. // t860 = 0x13b5 0x8602000
  876. // t880 = 0x13b5 0x8800020
  877. // g51 = 0x13b5 0x70901010
  878. // g52 = 0x13b5 0x74021000
  879. // g71 = 0x13b5 0x60a00002
  880. // g72 = 0x13b5 0x62210001
  881. // g76 = 0x13b5 0x72110000
  882. // g77 = 0x13b5 0x90800011
  883. // adreno
  884. // 506 = 0x5143 0x5000600
  885. // 510 = 0x5143 0x5010000
  886. // 512 = 0x5143 0x5010200
  887. // 530 = 0x5143 0x5030004
  888. // 540 = 0x5143 0x5040001
  889. // 616 = 0x5143 0x6010600
  890. // 630 = 0x5143 0x6030001
  891. // 640 = 0x5143 0x6040001
  892. // 650 = 0x5143 0x6050002
  893. gpu_info.bug_storage_buffer_no_l1 = false;
  894. gpu_info.bug_corrupted_online_pipeline_cache = false;
  895. gpu_info.bug_implicit_fp16_arithmetic = false;
  896. if (physicalDeviceProperties.vendorID == 0x5143 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 0, 66))
  897. {
  898. // qcom adreno with old buggy driver cannot share created pipeline properly
  899. gpu_info.bug_corrupted_online_pipeline_cache = true;
  900. }
  901. if (physicalDeviceProperties.vendorID == 0x5143 && !(physicalDeviceProperties.deviceID == 0x6040001 || physicalDeviceProperties.deviceID == 0x6050002))
  902. {
  903. // NOTE but qcom855/qcom855plus/qcom865 are known exceptions
  904. // qcom adreno storage buffer without L1 cache
  905. gpu_info.bug_storage_buffer_no_l1 = true;
  906. }
  907. if (physicalDeviceProperties.vendorID == 0x5143 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 1, 87))
  908. {
  909. // HACK buffer2image before image-read dependency does not work properly
  910. // even promised with full image memory barrier on old adreno driver
  911. // TODO figure out a proper workaround without hurt speed too much
  912. // TODO only for old drivers
  913. gpu_info.bug_buffer_image_load_zero = true;
  914. }
  915. if (physicalDeviceProperties.vendorID == 0x13b5
  916. && (physicalDeviceProperties.deviceID == 0x7500001
  917. || physicalDeviceProperties.deviceID == 0x8602000
  918. || physicalDeviceProperties.deviceID == 0x8800020
  919. || physicalDeviceProperties.deviceID == 0x70901010
  920. || physicalDeviceProperties.deviceID == 0x74021000
  921. || physicalDeviceProperties.deviceID == 0x60a00002
  922. || physicalDeviceProperties.deviceID == 0x62210001))
  923. {
  924. // NOTE rk3288/rk3399/t880/g51/g52/g71/g72
  925. // however, g76/g77 has explicit fp16 arithmetic
  926. // arm mali driver accept spirv with fp16 arithmetic
  927. gpu_info.bug_implicit_fp16_arithmetic = true;
  928. }
  929. if (physicalDeviceProperties.vendorID == 0x5143
  930. && (physicalDeviceProperties.deviceID == 0x6030001
  931. || physicalDeviceProperties.deviceID == 0x6040001
  932. || physicalDeviceProperties.deviceID == 0x6050002))
  933. {
  934. // TODO enable devices other than qcom845/qcom855/qcom855plus/qcom865
  935. // qcom adreno driver accept spirv with fp16 arithmetic
  936. gpu_info.bug_implicit_fp16_arithmetic = true;
  937. }
  938. gpu_info.physical_device = physicalDevice;
  939. // info
  940. gpu_info.api_version = physicalDeviceProperties.apiVersion;
  941. gpu_info.driver_version = physicalDeviceProperties.driverVersion;
  942. gpu_info.vendor_id = physicalDeviceProperties.vendorID;
  943. gpu_info.device_id = physicalDeviceProperties.deviceID;
  944. memcpy(gpu_info.device_name, physicalDeviceProperties.deviceName, VK_MAX_PHYSICAL_DEVICE_NAME_SIZE);
  945. memcpy(gpu_info.pipeline_cache_uuid, physicalDeviceProperties.pipelineCacheUUID, VK_UUID_SIZE);
  946. if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  947. gpu_info.type = 0;
  948. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU)
  949. gpu_info.type = 1;
  950. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU)
  951. gpu_info.type = 2;
  952. else if (physicalDeviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_CPU)
  953. gpu_info.type = 3;
  954. else
  955. gpu_info.type = -1;
  956. // device capability
  957. gpu_info.max_shared_memory_size = physicalDeviceProperties.limits.maxComputeSharedMemorySize;
  958. gpu_info.max_workgroup_count_x = physicalDeviceProperties.limits.maxComputeWorkGroupCount[0];
  959. gpu_info.max_workgroup_count_y = physicalDeviceProperties.limits.maxComputeWorkGroupCount[1];
  960. gpu_info.max_workgroup_count_z = physicalDeviceProperties.limits.maxComputeWorkGroupCount[2];
  961. gpu_info.max_workgroup_invocations = physicalDeviceProperties.limits.maxComputeWorkGroupInvocations;
  962. gpu_info.max_workgroup_size_x = physicalDeviceProperties.limits.maxComputeWorkGroupSize[0];
  963. gpu_info.max_workgroup_size_y = physicalDeviceProperties.limits.maxComputeWorkGroupSize[1];
  964. gpu_info.max_workgroup_size_z = physicalDeviceProperties.limits.maxComputeWorkGroupSize[2];
  965. gpu_info.memory_map_alignment = physicalDeviceProperties.limits.minMemoryMapAlignment;
  966. gpu_info.buffer_offset_alignment = physicalDeviceProperties.limits.minStorageBufferOffsetAlignment;
  967. gpu_info.non_coherent_atom_size = physicalDeviceProperties.limits.nonCoherentAtomSize;
  968. gpu_info.buffer_image_granularity = physicalDeviceProperties.limits.bufferImageGranularity;
  969. gpu_info.max_image_dimension_1d = physicalDeviceProperties.limits.maxImageDimension1D;
  970. gpu_info.max_image_dimension_2d = physicalDeviceProperties.limits.maxImageDimension2D;
  971. gpu_info.max_image_dimension_3d = physicalDeviceProperties.limits.maxImageDimension3D;
  972. gpu_info.timestamp_period = physicalDeviceProperties.limits.timestampPeriod;
  973. // NCNN_LOGE("[%u] max_shared_memory_size = %u", i, gpu_info.max_shared_memory_size);
  974. // 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]);
  975. // NCNN_LOGE("[%u] max_workgroup_invocations = %u", i, gpu_info.max_workgroup_invocations);
  976. // 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]);
  977. // NCNN_LOGE("[%u] memory_map_alignment = %lu", i, gpu_info.memory_map_alignment);
  978. // NCNN_LOGE("[%u] buffer_offset_alignment = %lu", i, gpu_info.buffer_offset_alignment);
  979. // find compute queue
  980. uint32_t queueFamilyPropertiesCount;
  981. vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, 0);
  982. std::vector<VkQueueFamilyProperties> queueFamilyProperties(queueFamilyPropertiesCount);
  983. vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, queueFamilyProperties.data());
  984. gpu_info.compute_queue_family_index = find_device_compute_queue(queueFamilyProperties);
  985. gpu_info.graphics_queue_family_index = find_device_graphics_queue(queueFamilyProperties);
  986. gpu_info.transfer_queue_family_index = find_device_transfer_queue(queueFamilyProperties);
  987. gpu_info.compute_queue_count = queueFamilyProperties[gpu_info.compute_queue_family_index].queueCount;
  988. gpu_info.graphics_queue_count = queueFamilyProperties[gpu_info.graphics_queue_family_index].queueCount;
  989. gpu_info.transfer_queue_count = queueFamilyProperties[gpu_info.transfer_queue_family_index].queueCount;
  990. gpu_info.unified_compute_transfer_queue = gpu_info.compute_queue_family_index == gpu_info.transfer_queue_family_index;
  991. // additional device properties
  992. gpu_info.subgroup_size = 64;
  993. gpu_info.support_subgroup_basic = false;
  994. gpu_info.support_subgroup_vote = false;
  995. gpu_info.support_subgroup_ballot = false;
  996. gpu_info.support_subgroup_shuffle = false;
  997. if (support_VK_KHR_get_physical_device_properties2)
  998. {
  999. void* queryDeviceProperties = 0;
  1000. // query subgroup
  1001. VkPhysicalDeviceSubgroupProperties physicalDeviceSubgroupProperties;
  1002. physicalDeviceSubgroupProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES;
  1003. physicalDeviceSubgroupProperties.pNext = queryDeviceProperties;
  1004. if (VK_VERSION_MAJOR(instance_api_version) >= 1 && VK_VERSION_MINOR(instance_api_version) >= 1)
  1005. {
  1006. queryDeviceProperties = &physicalDeviceSubgroupProperties;
  1007. }
  1008. VkPhysicalDeviceProperties2KHR queryProperties;
  1009. queryProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR;
  1010. queryProperties.pNext = queryDeviceProperties;
  1011. vkGetPhysicalDeviceProperties2KHR(physicalDevice, &queryProperties);
  1012. if (VK_VERSION_MAJOR(instance_api_version) >= 1 && VK_VERSION_MINOR(instance_api_version) >= 1)
  1013. {
  1014. gpu_info.subgroup_size = physicalDeviceSubgroupProperties.subgroupSize;
  1015. if (physicalDeviceSubgroupProperties.supportedStages & VK_SHADER_STAGE_COMPUTE_BIT)
  1016. {
  1017. gpu_info.support_subgroup_basic = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_BASIC_BIT;
  1018. gpu_info.support_subgroup_vote = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_VOTE_BIT;
  1019. gpu_info.support_subgroup_ballot = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_BALLOT_BIT;
  1020. gpu_info.support_subgroup_shuffle = physicalDeviceSubgroupProperties.supportedOperations & VK_SUBGROUP_FEATURE_SHUFFLE_BIT;
  1021. }
  1022. }
  1023. else
  1024. {
  1025. if (physicalDeviceProperties.vendorID == 0x5143) // qcom adreno prefer very large workgroup :P
  1026. gpu_info.subgroup_size = 128;
  1027. if (physicalDeviceProperties.vendorID == 0x13b5) // arm mali
  1028. gpu_info.subgroup_size = 16;
  1029. if (physicalDeviceProperties.vendorID == 0x1010) // imgtec powervr
  1030. gpu_info.subgroup_size = 32;
  1031. if (physicalDeviceProperties.vendorID == 0x1002) // amd
  1032. gpu_info.subgroup_size = 64;
  1033. if (physicalDeviceProperties.vendorID == 0x10de) // nvidia
  1034. gpu_info.subgroup_size = 32;
  1035. if (physicalDeviceProperties.vendorID == 0x8086) // intel
  1036. gpu_info.subgroup_size = 32;
  1037. }
  1038. }
  1039. // cache memory properties
  1040. vkGetPhysicalDeviceMemoryProperties(physicalDevice, &gpu_info.physical_device_memory_properties);
  1041. // get device extension
  1042. uint32_t deviceExtensionPropertyCount = 0;
  1043. ret = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionPropertyCount, NULL);
  1044. if (ret != VK_SUCCESS)
  1045. {
  1046. NCNN_LOGE("vkEnumerateDeviceExtensionProperties failed %d", ret);
  1047. return -1;
  1048. }
  1049. std::vector<VkExtensionProperties> deviceExtensionProperties(deviceExtensionPropertyCount);
  1050. ret = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionPropertyCount, deviceExtensionProperties.data());
  1051. if (ret != VK_SUCCESS)
  1052. {
  1053. NCNN_LOGE("vkEnumerateDeviceExtensionProperties failed %d", ret);
  1054. return -1;
  1055. }
  1056. // extension capability
  1057. gpu_info.support_VK_KHR_8bit_storage = 0;
  1058. gpu_info.support_VK_KHR_16bit_storage = 0;
  1059. gpu_info.support_VK_KHR_bind_memory2 = 0;
  1060. gpu_info.support_VK_KHR_create_renderpass2 = 0;
  1061. gpu_info.support_VK_KHR_dedicated_allocation = 0;
  1062. gpu_info.support_VK_KHR_descriptor_update_template = 0;
  1063. gpu_info.support_VK_KHR_external_memory = 0;
  1064. gpu_info.support_VK_KHR_get_memory_requirements2 = 0;
  1065. gpu_info.support_VK_KHR_maintenance1 = 0;
  1066. gpu_info.support_VK_KHR_maintenance2 = 0;
  1067. gpu_info.support_VK_KHR_maintenance3 = 0;
  1068. gpu_info.support_VK_KHR_multiview = 0;
  1069. gpu_info.support_VK_KHR_push_descriptor = 0;
  1070. gpu_info.support_VK_KHR_sampler_ycbcr_conversion = 0;
  1071. gpu_info.support_VK_KHR_shader_float16_int8 = 0;
  1072. gpu_info.support_VK_KHR_shader_float_controls = 0;
  1073. gpu_info.support_VK_KHR_storage_buffer_storage_class = 0;
  1074. gpu_info.support_VK_KHR_swapchain = 0;
  1075. gpu_info.support_VK_EXT_descriptor_indexing = 0;
  1076. gpu_info.support_VK_EXT_memory_budget = 0;
  1077. gpu_info.support_VK_EXT_queue_family_foreign = 0;
  1078. #if __ANDROID_API__ >= 26
  1079. gpu_info.support_VK_ANDROID_external_memory_android_hardware_buffer = 0;
  1080. #endif // __ANDROID_API__ >= 26
  1081. for (uint32_t j = 0; j < deviceExtensionPropertyCount; j++)
  1082. {
  1083. const VkExtensionProperties& exp = deviceExtensionProperties[j];
  1084. // NCNN_LOGE("device extension %s = %u", exp.extensionName, exp.specVersion);
  1085. if (strcmp(exp.extensionName, "VK_KHR_8bit_storage") == 0)
  1086. gpu_info.support_VK_KHR_8bit_storage = exp.specVersion;
  1087. else if (strcmp(exp.extensionName, "VK_KHR_16bit_storage") == 0)
  1088. gpu_info.support_VK_KHR_16bit_storage = exp.specVersion;
  1089. else if (strcmp(exp.extensionName, "VK_KHR_bind_memory2") == 0)
  1090. gpu_info.support_VK_KHR_bind_memory2 = exp.specVersion;
  1091. else if (strcmp(exp.extensionName, "VK_KHR_create_renderpass2") == 0)
  1092. gpu_info.support_VK_KHR_create_renderpass2 = exp.specVersion;
  1093. else if (strcmp(exp.extensionName, "VK_KHR_dedicated_allocation") == 0)
  1094. gpu_info.support_VK_KHR_dedicated_allocation = exp.specVersion;
  1095. else if (strcmp(exp.extensionName, "VK_KHR_descriptor_update_template") == 0)
  1096. gpu_info.support_VK_KHR_descriptor_update_template = exp.specVersion;
  1097. else if (strcmp(exp.extensionName, "VK_KHR_external_memory") == 0)
  1098. gpu_info.support_VK_KHR_external_memory = exp.specVersion;
  1099. else if (strcmp(exp.extensionName, "VK_KHR_get_memory_requirements2") == 0)
  1100. gpu_info.support_VK_KHR_get_memory_requirements2 = exp.specVersion;
  1101. else if (strcmp(exp.extensionName, "VK_KHR_maintenance1") == 0)
  1102. gpu_info.support_VK_KHR_maintenance1 = exp.specVersion;
  1103. else if (strcmp(exp.extensionName, "VK_KHR_maintenance2") == 0)
  1104. gpu_info.support_VK_KHR_maintenance2 = exp.specVersion;
  1105. else if (strcmp(exp.extensionName, "VK_KHR_maintenance3") == 0)
  1106. gpu_info.support_VK_KHR_maintenance3 = exp.specVersion;
  1107. else if (strcmp(exp.extensionName, "VK_KHR_multiview") == 0)
  1108. gpu_info.support_VK_KHR_multiview = exp.specVersion;
  1109. else if (strcmp(exp.extensionName, "VK_KHR_push_descriptor") == 0)
  1110. gpu_info.support_VK_KHR_push_descriptor = exp.specVersion;
  1111. else if (strcmp(exp.extensionName, "VK_KHR_sampler_ycbcr_conversion") == 0)
  1112. gpu_info.support_VK_KHR_sampler_ycbcr_conversion = exp.specVersion;
  1113. else if (strcmp(exp.extensionName, "VK_KHR_shader_float16_int8") == 0)
  1114. gpu_info.support_VK_KHR_shader_float16_int8 = exp.specVersion;
  1115. else if (strcmp(exp.extensionName, "VK_KHR_shader_float_controls") == 0)
  1116. gpu_info.support_VK_KHR_shader_float_controls = exp.specVersion;
  1117. else if (strcmp(exp.extensionName, "VK_KHR_storage_buffer_storage_class") == 0)
  1118. gpu_info.support_VK_KHR_storage_buffer_storage_class = exp.specVersion;
  1119. else if (strcmp(exp.extensionName, "VK_KHR_swapchain") == 0)
  1120. gpu_info.support_VK_KHR_swapchain = exp.specVersion;
  1121. else if (strcmp(exp.extensionName, "VK_EXT_descriptor_indexing") == 0)
  1122. gpu_info.support_VK_EXT_descriptor_indexing = exp.specVersion;
  1123. else if (strcmp(exp.extensionName, "VK_EXT_memory_budget") == 0)
  1124. gpu_info.support_VK_EXT_memory_budget = exp.specVersion;
  1125. else if (strcmp(exp.extensionName, "VK_EXT_queue_family_foreign") == 0)
  1126. gpu_info.support_VK_EXT_queue_family_foreign = exp.specVersion;
  1127. #if __ANDROID_API__ >= 26
  1128. else if (strcmp(exp.extensionName, "VK_ANDROID_external_memory_android_hardware_buffer") == 0)
  1129. gpu_info.support_VK_ANDROID_external_memory_android_hardware_buffer = exp.specVersion;
  1130. #endif // __ANDROID_API__ >= 26
  1131. }
  1132. // check features
  1133. gpu_info.support_fp16_packed = true;
  1134. gpu_info.support_fp16_storage = false;
  1135. gpu_info.support_fp16_arithmetic = false;
  1136. gpu_info.support_int8_packed = true;
  1137. gpu_info.support_int8_storage = false;
  1138. gpu_info.support_int8_arithmetic = false;
  1139. gpu_info.support_ycbcr_conversion = false;
  1140. if (support_VK_KHR_get_physical_device_properties2)
  1141. {
  1142. void* queryExtensionFeatures = 0;
  1143. // query int8 storage
  1144. VkPhysicalDevice8BitStorageFeaturesKHR query8BitStorageFeatures;
  1145. query8BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR;
  1146. query8BitStorageFeatures.pNext = 0;
  1147. if (gpu_info.support_VK_KHR_8bit_storage)
  1148. {
  1149. query8BitStorageFeatures.pNext = queryExtensionFeatures;
  1150. queryExtensionFeatures = &query8BitStorageFeatures;
  1151. }
  1152. // query fp16/int16 storage
  1153. VkPhysicalDevice16BitStorageFeaturesKHR query16BitStorageFeatures;
  1154. query16BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
  1155. query16BitStorageFeatures.pNext = 0;
  1156. if (gpu_info.support_VK_KHR_16bit_storage)
  1157. {
  1158. query16BitStorageFeatures.pNext = queryExtensionFeatures;
  1159. queryExtensionFeatures = &query16BitStorageFeatures;
  1160. }
  1161. // query fp16/int8 arithmetic
  1162. VkPhysicalDeviceFloat16Int8FeaturesKHR queryFloat16Int8Features;
  1163. queryFloat16Int8Features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR;
  1164. queryFloat16Int8Features.pNext = 0;
  1165. if (gpu_info.support_VK_KHR_shader_float16_int8)
  1166. {
  1167. queryFloat16Int8Features.pNext = queryExtensionFeatures;
  1168. queryExtensionFeatures = &queryFloat16Int8Features;
  1169. }
  1170. // query ycbcr_conversion
  1171. VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR querySamplerYcbcrConversionFeatures;
  1172. querySamplerYcbcrConversionFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR;
  1173. querySamplerYcbcrConversionFeatures.pNext = 0;
  1174. if (gpu_info.support_VK_KHR_sampler_ycbcr_conversion)
  1175. {
  1176. querySamplerYcbcrConversionFeatures.pNext = queryExtensionFeatures;
  1177. queryExtensionFeatures = &querySamplerYcbcrConversionFeatures;
  1178. }
  1179. VkPhysicalDeviceFeatures2KHR queryFeatures;
  1180. queryFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR;
  1181. queryFeatures.pNext = queryExtensionFeatures;
  1182. vkGetPhysicalDeviceFeatures2KHR(physicalDevice, &queryFeatures);
  1183. if (gpu_info.support_VK_KHR_8bit_storage)
  1184. {
  1185. gpu_info.support_int8_storage = query8BitStorageFeatures.storageBuffer8BitAccess;
  1186. }
  1187. if (gpu_info.support_VK_KHR_16bit_storage && queryFeatures.features.shaderStorageImageExtendedFormats)
  1188. {
  1189. // shaderStorageImageExtendedFormats enables r16f format in storage image
  1190. gpu_info.support_fp16_storage = query16BitStorageFeatures.storageBuffer16BitAccess;
  1191. }
  1192. if (gpu_info.support_VK_KHR_shader_float16_int8)
  1193. {
  1194. gpu_info.support_fp16_arithmetic = queryFloat16Int8Features.shaderFloat16;
  1195. gpu_info.support_int8_arithmetic = queryFloat16Int8Features.shaderInt8;
  1196. }
  1197. if (gpu_info.support_VK_KHR_sampler_ycbcr_conversion)
  1198. {
  1199. gpu_info.support_ycbcr_conversion = querySamplerYcbcrConversionFeatures.samplerYcbcrConversion;
  1200. }
  1201. }
  1202. else
  1203. {
  1204. // // TODO
  1205. // VkPhysicalDeviceFeatures features;
  1206. // vkGetPhysicalDeviceFeatures(physicalDevice, &features);
  1207. }
  1208. if (physicalDeviceProperties.vendorID == 0x13b5 && physicalDeviceProperties.apiVersion < VK_MAKE_VERSION(1, 0, 82))
  1209. {
  1210. // the 16bit_storage implementation of arm mali driver is buggy :[
  1211. gpu_info.support_fp16_storage = false;
  1212. }
  1213. if (physicalDeviceProperties.vendorID == 0x10002 && physicalDeviceProperties.deviceID == 0x70006214 && physicalDeviceProperties.apiVersion == VK_MAKE_VERSION(1, 1, 82))
  1214. {
  1215. // the 16bit_storage implementation of vivante gc1700 driver is buggy :[
  1216. gpu_info.support_fp16_storage = false;
  1217. }
  1218. if (gpu_info.bug_implicit_fp16_arithmetic)
  1219. {
  1220. // force capability on as long as the driver accept spirv with fp16 arithmetic :D
  1221. gpu_info.support_fp16_arithmetic = true;
  1222. }
  1223. NCNN_LOGE("[%u %s] queueC=%u[%u] queueG=%u[%u] queueT=%u[%u]", i, physicalDeviceProperties.deviceName,
  1224. gpu_info.compute_queue_family_index, gpu_info.compute_queue_count,
  1225. gpu_info.graphics_queue_family_index, gpu_info.graphics_queue_count,
  1226. gpu_info.transfer_queue_family_index, gpu_info.transfer_queue_count);
  1227. NCNN_LOGE("[%u %s] bugsbn1=%d bugbilz=%d bugcopc=%d bugihfa=%d", i, physicalDeviceProperties.deviceName,
  1228. 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);
  1229. NCNN_LOGE("[%u %s] fp16-p/s/a=%d/%d/%d int8-p/s/a=%d/%d/%d", i, physicalDeviceProperties.deviceName,
  1230. gpu_info.support_fp16_packed, gpu_info.support_fp16_storage, gpu_info.support_fp16_arithmetic,
  1231. gpu_info.support_int8_packed, gpu_info.support_int8_storage, gpu_info.support_int8_arithmetic);
  1232. NCNN_LOGE("[%u %s] subgroup=%u basic=%d vote=%d ballot=%d shuffle=%d", i, physicalDeviceProperties.deviceName,
  1233. gpu_info.subgroup_size, gpu_info.support_subgroup_basic, gpu_info.support_subgroup_vote,
  1234. gpu_info.support_subgroup_ballot, gpu_info.support_subgroup_shuffle);
  1235. gpu_info_index++;
  1236. }
  1237. g_gpu_count = gpu_info_index;
  1238. // the default gpu device
  1239. g_default_gpu_index = find_default_vulkan_device_index();
  1240. glslang::InitializeProcess();
  1241. return 0;
  1242. }
  1243. void destroy_gpu_instance()
  1244. {
  1245. MutexLockGuard lock(g_instance_lock);
  1246. if ((VkInstance)g_instance == 0)
  1247. return;
  1248. // NCNN_LOGE("destroy_gpu_instance");
  1249. glslang::FinalizeProcess();
  1250. for (int i = 0; i < NCNN_MAX_GPU_COUNT; i++)
  1251. {
  1252. delete g_default_vkdev[i];
  1253. g_default_vkdev[i] = 0;
  1254. delete g_gpu_infos[i];
  1255. g_gpu_infos[i] = 0;
  1256. }
  1257. #if ENABLE_VALIDATION_LAYER
  1258. if (support_VK_EXT_debug_utils)
  1259. {
  1260. DestroyDebugUtilsMessengerEXT(g_instance, g_instance.callback, NULL);
  1261. g_instance.callback = 0;
  1262. }
  1263. #endif // ENABLE_VALIDATION_LAYER
  1264. vkDestroyInstance(g_instance, 0);
  1265. g_instance.instance = 0;
  1266. }
  1267. static bool is_gpu_instance_ready()
  1268. {
  1269. MutexLockGuard lock(g_instance_lock);
  1270. return (VkInstance)g_instance != 0;
  1271. }
  1272. static void try_create_gpu_instance()
  1273. {
  1274. if (!is_gpu_instance_ready())
  1275. create_gpu_instance();
  1276. }
  1277. int get_gpu_count()
  1278. {
  1279. try_create_gpu_instance();
  1280. return g_gpu_count;
  1281. }
  1282. int get_default_gpu_index()
  1283. {
  1284. try_create_gpu_instance();
  1285. return g_default_gpu_index;
  1286. }
  1287. const GpuInfo& get_gpu_info(int device_index)
  1288. {
  1289. try_create_gpu_instance();
  1290. return *g_gpu_infos[device_index];
  1291. }
  1292. class VkDummyAllocator : public VkBlobAllocator
  1293. {
  1294. public:
  1295. // NOTE 16k is large enough I think ...
  1296. VkDummyAllocator(const VulkanDevice* _vkdev)
  1297. : VkBlobAllocator(_vkdev, 16 * 1024)
  1298. {
  1299. }
  1300. };
  1301. class VkDummyCompute : public VkCompute
  1302. {
  1303. public:
  1304. VkDummyCompute(const VulkanDevice* _vkdev)
  1305. : VkCompute(_vkdev)
  1306. {
  1307. }
  1308. void record_dummy(const VkMat& buffer)
  1309. {
  1310. barrier_readwrite(buffer);
  1311. }
  1312. void record_dummy(const VkImageMat& image)
  1313. {
  1314. barrier_readwrite(image);
  1315. }
  1316. void record_dummy_readonly(const VkImageMat& image)
  1317. {
  1318. barrier_readonly(image);
  1319. }
  1320. };
  1321. class VulkanDevicePrivate
  1322. {
  1323. public:
  1324. VulkanDevicePrivate(VulkanDevice* _vkdev)
  1325. : vkdev(_vkdev)
  1326. {
  1327. }
  1328. VulkanDevice* const vkdev;
  1329. // dummy buffer and image
  1330. int create_dummy_buffer_image();
  1331. void destroy_dummy_buffer_image();
  1332. // utility operator
  1333. 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;
  1334. void destroy_utility_operator();
  1335. VkDevice device;
  1336. // hardware queue
  1337. mutable std::vector<VkQueue> compute_queues;
  1338. mutable std::vector<VkQueue> graphics_queues;
  1339. mutable std::vector<VkQueue> transfer_queues;
  1340. mutable int free_compute_queue_count;
  1341. mutable int free_graphics_queue_count;
  1342. mutable int free_transfer_queue_count;
  1343. mutable Mutex compute_queue_lock;
  1344. mutable Mutex graphics_queue_lock;
  1345. mutable Mutex transfer_queue_lock;
  1346. mutable ConditionVariable compute_queue_condition;
  1347. mutable ConditionVariable graphics_queue_condition;
  1348. mutable ConditionVariable transfer_queue_condition;
  1349. // default blob allocator for each queue
  1350. mutable std::vector<VkAllocator*> blob_allocators;
  1351. mutable Mutex blob_allocator_lock;
  1352. // default staging allocator for each queue
  1353. mutable std::vector<VkAllocator*> staging_allocators;
  1354. mutable Mutex staging_allocator_lock;
  1355. // nearest sampler for texelfetch
  1356. VkSampler texelfetch_sampler;
  1357. // dummy buffer and image
  1358. VkAllocator* dummy_allocator;
  1359. VkMat dummy_buffer;
  1360. VkImageMat dummy_image;
  1361. VkImageMat dummy_image_readonly;
  1362. // device-wide pipeline cache
  1363. PipelineCache* pipeline_cache;
  1364. // utility operator
  1365. // from buffer | image
  1366. // to buffer | image
  1367. // from fp32-b/i | fp16p-b/i | fp16s-b/i
  1368. // to fp32-b/i | fp16p-b/i | fp16s-b/i
  1369. // to pack1 | pack4 | pack8
  1370. mutable ncnn::Packing_vulkan* uop_packing[2][2][3][3][3];
  1371. mutable Mutex uop_lock;
  1372. };
  1373. int VulkanDevicePrivate::create_dummy_buffer_image()
  1374. {
  1375. dummy_allocator = new VkDummyAllocator(vkdev);
  1376. dummy_buffer.create(1, 4u, dummy_allocator);
  1377. dummy_image.create(1, 4u, dummy_allocator);
  1378. #if __APPLE__
  1379. if (vkdev->info.vendor_id() != 0x8086)
  1380. dummy_image_readonly.create(1, 4u, dummy_allocator);
  1381. #else
  1382. dummy_image_readonly.create(1, 4u, dummy_allocator);
  1383. #endif
  1384. VkDummyCompute cmd(vkdev);
  1385. cmd.record_dummy(dummy_buffer);
  1386. cmd.record_dummy(dummy_image);
  1387. #if __APPLE__
  1388. if (vkdev->info.vendor_id() != 0x8086)
  1389. cmd.record_dummy_readonly(dummy_image_readonly);
  1390. #else
  1391. cmd.record_dummy_readonly(dummy_image_readonly);
  1392. #endif
  1393. cmd.submit_and_wait();
  1394. return 0;
  1395. }
  1396. void VulkanDevicePrivate::destroy_dummy_buffer_image()
  1397. {
  1398. dummy_buffer.release();
  1399. dummy_image.release();
  1400. #if __APPLE__
  1401. if (vkdev->info.vendor_id() != 0x8086)
  1402. dummy_image_readonly.release();
  1403. #else
  1404. dummy_image_readonly.release();
  1405. #endif
  1406. delete dummy_allocator;
  1407. }
  1408. 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
  1409. {
  1410. MutexLockGuard lock(uop_lock);
  1411. 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];
  1412. if (cached_uop)
  1413. return cached_uop;
  1414. if ((cast_type_from_index == 1 && cast_type_to_index == 2) || (cast_type_from_index == 2 && cast_type_to_index == 1))
  1415. {
  1416. NCNN_LOGE("no fp16p to/from fp16s conversion");
  1417. return 0;
  1418. }
  1419. // create uop
  1420. Option opt;
  1421. opt.use_image_storage = (storage_type_from == 1 || storage_type_to == 1);
  1422. opt.use_fp16_packed = (cast_type_from_index == 1 || cast_type_to_index == 1);
  1423. opt.use_fp16_storage = (cast_type_from_index == 2 || cast_type_to_index == 2);
  1424. if (!vkdev->info.support_fp16_packed() && opt.use_fp16_packed)
  1425. {
  1426. NCNN_LOGE("cannot create uop with use_fp16_packed if not support_fp16_packed");
  1427. return 0;
  1428. }
  1429. if (!vkdev->info.support_fp16_storage() && opt.use_fp16_storage)
  1430. {
  1431. NCNN_LOGE("cannot create uop with use_fp16_storage if not support_fp16_storage");
  1432. return 0;
  1433. }
  1434. // fp16/int8 arithmetic are not necessary for packing
  1435. // and may conflict with storage options
  1436. opt.use_fp16_arithmetic = false;
  1437. opt.use_int8_arithmetic = false;
  1438. // enable pack8 for pack8to1/pack8to4
  1439. opt.use_shader_pack8 = true;
  1440. opt.use_vulkan_compute = true;
  1441. // cache uop pipeline as device member explicitly
  1442. opt.pipeline_cache = 0;
  1443. ncnn::Packing_vulkan* uop = new ncnn::Packing_vulkan;
  1444. uop->vkdev = vkdev;
  1445. ncnn::ParamDict pd;
  1446. pd.set(0, packing_type_to_index == 0 ? 1 : packing_type_to_index == 1 ? 4 : 8); // out_elempack
  1447. pd.set(2, cast_type_from_index + 1); // 0=auto 1=fp32 2=fp16p 3=fp16s
  1448. pd.set(3, cast_type_to_index + 1);
  1449. pd.set(4, storage_type_from); // 0=buffer 1=image
  1450. pd.set(5, storage_type_to);
  1451. uop->load_param(pd);
  1452. uop->create_pipeline(opt);
  1453. uop_packing[storage_type_from][storage_type_to][cast_type_from_index][cast_type_to_index][packing_type_to_index] = uop;
  1454. return uop;
  1455. }
  1456. void VulkanDevicePrivate::destroy_utility_operator()
  1457. {
  1458. Option opt;
  1459. opt.use_vulkan_compute = true;
  1460. opt.use_fp16_arithmetic = false;
  1461. opt.use_int8_arithmetic = false;
  1462. opt.pipeline_cache = 0;
  1463. // from buffer | image
  1464. // to buffer | image
  1465. for (int i0 = 0; i0 < 2; i0++)
  1466. {
  1467. for (int i1 = 0; i1 < 2; i1++)
  1468. {
  1469. opt.use_image_storage = (i0 == 1 || i1 == 1);
  1470. // from fp32-b/i | fp16p-b/i | fp16s-b/i
  1471. // to fp32-b/i | fp16p-b/i | fp16s-b/i
  1472. for (int j0 = 0; j0 < 3; j0++)
  1473. {
  1474. for (int j1 = 0; j1 < 3; j1++)
  1475. {
  1476. if ((j0 == 1 && j1 == 2) || (j0 == 2 && j1 == 1))
  1477. {
  1478. // no fp16p to/from fp16s conversion
  1479. continue;
  1480. }
  1481. opt.use_fp16_packed = (j0 == 1 || j1 == 1);
  1482. opt.use_fp16_storage = (j0 == 2 || j1 == 2);
  1483. if (!vkdev->info.support_fp16_packed() && opt.use_fp16_packed)
  1484. continue;
  1485. if (!vkdev->info.support_fp16_storage() && opt.use_fp16_storage)
  1486. continue;
  1487. // to pack1 | pack4 | pack8
  1488. for (int k = 0; k < 3; k++)
  1489. {
  1490. // enable pack8 for pack8to1/pack8to4
  1491. opt.use_shader_pack8 = true;
  1492. ncnn::Layer* uop = uop_packing[i0][i1][j0][j1][k];
  1493. if (!uop)
  1494. continue;
  1495. uop->destroy_pipeline(opt);
  1496. delete uop;
  1497. uop_packing[i0][i1][j0][j1][k] = 0;
  1498. }
  1499. }
  1500. }
  1501. }
  1502. }
  1503. }
  1504. VulkanDevice::VulkanDevice(int device_index)
  1505. : info(get_gpu_info(device_index)), d(new VulkanDevicePrivate(this))
  1506. {
  1507. try_create_gpu_instance();
  1508. std::vector<const char*> enabledExtensions;
  1509. if (info.support_VK_KHR_8bit_storage())
  1510. enabledExtensions.push_back("VK_KHR_8bit_storage");
  1511. if (info.support_VK_KHR_16bit_storage())
  1512. enabledExtensions.push_back("VK_KHR_16bit_storage");
  1513. if (info.support_VK_KHR_bind_memory2())
  1514. enabledExtensions.push_back("VK_KHR_bind_memory2");
  1515. if (info.support_VK_KHR_create_renderpass2())
  1516. enabledExtensions.push_back("VK_KHR_create_renderpass2");
  1517. if (info.support_VK_KHR_dedicated_allocation())
  1518. enabledExtensions.push_back("VK_KHR_dedicated_allocation");
  1519. if (info.support_VK_KHR_descriptor_update_template())
  1520. enabledExtensions.push_back("VK_KHR_descriptor_update_template");
  1521. if (info.support_VK_KHR_external_memory())
  1522. enabledExtensions.push_back("VK_KHR_external_memory");
  1523. if (info.support_VK_KHR_get_memory_requirements2())
  1524. enabledExtensions.push_back("VK_KHR_get_memory_requirements2");
  1525. if (info.support_VK_KHR_maintenance1())
  1526. enabledExtensions.push_back("VK_KHR_maintenance1");
  1527. if (info.support_VK_KHR_maintenance2())
  1528. enabledExtensions.push_back("VK_KHR_maintenance2");
  1529. if (info.support_VK_KHR_maintenance3())
  1530. enabledExtensions.push_back("VK_KHR_maintenance3");
  1531. if (info.support_VK_KHR_multiview())
  1532. enabledExtensions.push_back("VK_KHR_multiview");
  1533. if (info.support_VK_KHR_push_descriptor())
  1534. enabledExtensions.push_back("VK_KHR_push_descriptor");
  1535. if (info.support_VK_KHR_sampler_ycbcr_conversion())
  1536. enabledExtensions.push_back("VK_KHR_sampler_ycbcr_conversion");
  1537. if (info.support_VK_KHR_shader_float16_int8())
  1538. enabledExtensions.push_back("VK_KHR_shader_float16_int8");
  1539. if (info.support_VK_KHR_shader_float_controls())
  1540. enabledExtensions.push_back("VK_KHR_shader_float_controls");
  1541. if (info.support_VK_KHR_storage_buffer_storage_class())
  1542. enabledExtensions.push_back("VK_KHR_storage_buffer_storage_class");
  1543. if (info.support_VK_KHR_swapchain())
  1544. enabledExtensions.push_back("VK_KHR_swapchain");
  1545. if (info.support_VK_EXT_descriptor_indexing())
  1546. enabledExtensions.push_back("VK_EXT_descriptor_indexing");
  1547. if (info.support_VK_EXT_memory_budget())
  1548. enabledExtensions.push_back("VK_EXT_memory_budget");
  1549. if (info.support_VK_EXT_queue_family_foreign())
  1550. enabledExtensions.push_back("VK_EXT_queue_family_foreign");
  1551. #if __ANDROID_API__ >= 26
  1552. if (info.support_VK_ANDROID_external_memory_android_hardware_buffer())
  1553. enabledExtensions.push_back("VK_ANDROID_external_memory_android_hardware_buffer");
  1554. #endif // __ANDROID_API__ >= 26
  1555. void* enabledExtensionFeatures = 0;
  1556. // enable int8 storage
  1557. VkPhysicalDevice8BitStorageFeaturesKHR enabled8BitStorageFeatures;
  1558. enabled8BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR;
  1559. enabled8BitStorageFeatures.pNext = 0;
  1560. enabled8BitStorageFeatures.storageBuffer8BitAccess = info.support_int8_storage();
  1561. enabled8BitStorageFeatures.uniformAndStorageBuffer8BitAccess = VK_FALSE;
  1562. enabled8BitStorageFeatures.storagePushConstant8 = VK_FALSE;
  1563. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_8bit_storage())
  1564. {
  1565. enabled8BitStorageFeatures.pNext = enabledExtensionFeatures;
  1566. enabledExtensionFeatures = &enabled8BitStorageFeatures;
  1567. }
  1568. // enable fp16/int16 storage
  1569. VkPhysicalDevice16BitStorageFeaturesKHR enabled16BitStorageFeatures;
  1570. enabled16BitStorageFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
  1571. enabled16BitStorageFeatures.pNext = 0;
  1572. enabled16BitStorageFeatures.storageBuffer16BitAccess = info.support_fp16_storage();
  1573. enabled16BitStorageFeatures.uniformAndStorageBuffer16BitAccess = VK_FALSE;
  1574. enabled16BitStorageFeatures.storagePushConstant16 = VK_FALSE;
  1575. enabled16BitStorageFeatures.storageInputOutput16 = VK_FALSE;
  1576. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_16bit_storage())
  1577. {
  1578. enabled16BitStorageFeatures.pNext = enabledExtensionFeatures;
  1579. enabledExtensionFeatures = &enabled16BitStorageFeatures;
  1580. }
  1581. // enable fp16/int8 arithmetic
  1582. VkPhysicalDeviceFloat16Int8FeaturesKHR enabledFloat16Int8Features;
  1583. enabledFloat16Int8Features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR;
  1584. enabledFloat16Int8Features.pNext = 0;
  1585. enabledFloat16Int8Features.shaderFloat16 = info.support_fp16_arithmetic();
  1586. enabledFloat16Int8Features.shaderInt8 = info.support_int8_arithmetic();
  1587. if (support_VK_KHR_get_physical_device_properties2 && info.support_VK_KHR_shader_float16_int8())
  1588. {
  1589. enabledFloat16Int8Features.pNext = enabledExtensionFeatures;
  1590. enabledExtensionFeatures = &enabledFloat16Int8Features;
  1591. }
  1592. // enable ycbcr conversion
  1593. VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR querySamplerYcbcrConversionFeatures;
  1594. querySamplerYcbcrConversionFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR;
  1595. querySamplerYcbcrConversionFeatures.pNext = 0;
  1596. querySamplerYcbcrConversionFeatures.samplerYcbcrConversion = info.support_ycbcr_conversion();
  1597. if (support_VK_KHR_get_physical_device_properties2 && info.support_ycbcr_conversion())
  1598. {
  1599. querySamplerYcbcrConversionFeatures.pNext = enabledExtensionFeatures;
  1600. enabledExtensionFeatures = &querySamplerYcbcrConversionFeatures;
  1601. }
  1602. std::vector<float> compute_queue_priorities(info.compute_queue_count(), 1.f); // 0.f ~ 1.f
  1603. std::vector<float> graphics_queue_priorities(info.graphics_queue_count(), 1.f); // 0.f ~ 1.f
  1604. std::vector<float> transfer_queue_priorities(info.transfer_queue_count(), 1.f); // 0.f ~ 1.f
  1605. VkDeviceQueueCreateInfo deviceQueueCreateInfos[3];
  1606. VkDeviceQueueCreateInfo deviceComputeQueueCreateInfo;
  1607. deviceComputeQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  1608. deviceComputeQueueCreateInfo.pNext = 0;
  1609. deviceComputeQueueCreateInfo.flags = 0;
  1610. deviceComputeQueueCreateInfo.queueFamilyIndex = info.compute_queue_family_index();
  1611. deviceComputeQueueCreateInfo.queueCount = info.compute_queue_count();
  1612. deviceComputeQueueCreateInfo.pQueuePriorities = compute_queue_priorities.data();
  1613. VkDeviceQueueCreateInfo deviceGraphicsQueueCreateInfo;
  1614. deviceGraphicsQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  1615. deviceGraphicsQueueCreateInfo.pNext = 0;
  1616. deviceGraphicsQueueCreateInfo.flags = 0;
  1617. deviceGraphicsQueueCreateInfo.queueFamilyIndex = info.graphics_queue_family_index();
  1618. deviceGraphicsQueueCreateInfo.queueCount = info.graphics_queue_count();
  1619. deviceGraphicsQueueCreateInfo.pQueuePriorities = graphics_queue_priorities.data();
  1620. VkDeviceQueueCreateInfo deviceTransferQueueCreateInfo;
  1621. deviceTransferQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  1622. deviceTransferQueueCreateInfo.pNext = 0;
  1623. deviceTransferQueueCreateInfo.flags = 0;
  1624. deviceTransferQueueCreateInfo.queueFamilyIndex = info.transfer_queue_family_index();
  1625. deviceTransferQueueCreateInfo.queueCount = info.transfer_queue_count();
  1626. deviceTransferQueueCreateInfo.pQueuePriorities = transfer_queue_priorities.data();
  1627. VkDeviceCreateInfo deviceCreateInfo;
  1628. deviceCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  1629. deviceCreateInfo.pNext = enabledExtensionFeatures;
  1630. deviceCreateInfo.flags = 0;
  1631. if (info.compute_queue_family_index() == info.graphics_queue_family_index() && info.compute_queue_family_index() == info.transfer_queue_family_index())
  1632. {
  1633. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1634. deviceCreateInfo.queueCreateInfoCount = 1;
  1635. }
  1636. else if (info.compute_queue_family_index() == info.graphics_queue_family_index() && info.compute_queue_family_index() != info.transfer_queue_family_index())
  1637. {
  1638. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1639. deviceQueueCreateInfos[1] = deviceTransferQueueCreateInfo;
  1640. deviceCreateInfo.queueCreateInfoCount = 2;
  1641. }
  1642. else if (info.compute_queue_family_index() != info.graphics_queue_family_index() && info.graphics_queue_family_index() == info.transfer_queue_family_index())
  1643. {
  1644. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1645. deviceQueueCreateInfos[1] = deviceGraphicsQueueCreateInfo;
  1646. deviceCreateInfo.queueCreateInfoCount = 2;
  1647. }
  1648. else // if (info.compute_queue_family_index() != info.graphics_queue_family_index() && info.graphics_queue_family_index() != info.transfer_queue_family_index())
  1649. {
  1650. deviceQueueCreateInfos[0] = deviceComputeQueueCreateInfo;
  1651. deviceQueueCreateInfos[1] = deviceGraphicsQueueCreateInfo;
  1652. deviceQueueCreateInfos[2] = deviceTransferQueueCreateInfo;
  1653. deviceCreateInfo.queueCreateInfoCount = 3;
  1654. }
  1655. deviceCreateInfo.pQueueCreateInfos = deviceQueueCreateInfos;
  1656. deviceCreateInfo.enabledLayerCount = 0;
  1657. deviceCreateInfo.ppEnabledLayerNames = 0;
  1658. deviceCreateInfo.enabledExtensionCount = enabledExtensions.size();
  1659. deviceCreateInfo.ppEnabledExtensionNames = enabledExtensions.data();
  1660. deviceCreateInfo.pEnabledFeatures = 0; // VkPhysicalDeviceFeatures pointer
  1661. VkResult ret = vkCreateDevice(info.physical_device(), &deviceCreateInfo, 0, &d->device);
  1662. if (ret != VK_SUCCESS)
  1663. {
  1664. NCNN_LOGE("vkCreateDevice failed %d", ret);
  1665. }
  1666. init_device_extension();
  1667. d->free_compute_queue_count = 0;
  1668. d->free_graphics_queue_count = 0;
  1669. d->free_transfer_queue_count = 0;
  1670. d->free_compute_queue_count = info.compute_queue_count();
  1671. d->compute_queues.resize(info.compute_queue_count());
  1672. d->blob_allocators.resize(info.compute_queue_count());
  1673. d->staging_allocators.resize(info.compute_queue_count());
  1674. for (uint32_t i = 0; i < info.compute_queue_count(); i++)
  1675. {
  1676. vkGetDeviceQueue(d->device, info.compute_queue_family_index(), i, &d->compute_queues[i]);
  1677. d->blob_allocators[i] = new VkBlobAllocator(this);
  1678. d->staging_allocators[i] = new VkStagingAllocator(this);
  1679. }
  1680. if (info.compute_queue_family_index() != info.graphics_queue_family_index())
  1681. {
  1682. d->free_graphics_queue_count = info.graphics_queue_count();
  1683. d->graphics_queues.resize(info.graphics_queue_count());
  1684. for (uint32_t i = 0; i < info.graphics_queue_count(); i++)
  1685. {
  1686. vkGetDeviceQueue(d->device, info.graphics_queue_family_index(), i, &d->graphics_queues[i]);
  1687. }
  1688. }
  1689. if (info.compute_queue_family_index() != info.transfer_queue_family_index() && info.graphics_queue_family_index() != info.transfer_queue_family_index())
  1690. {
  1691. d->free_transfer_queue_count = info.transfer_queue_count();
  1692. d->transfer_queues.resize(info.transfer_queue_count());
  1693. for (uint32_t i = 0; i < info.transfer_queue_count(); i++)
  1694. {
  1695. vkGetDeviceQueue(d->device, info.transfer_queue_family_index(), i, &d->transfer_queues[i]);
  1696. }
  1697. }
  1698. // prepare immutable texelfetch sampler
  1699. {
  1700. VkSamplerCreateInfo samplerCreateInfo;
  1701. samplerCreateInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
  1702. samplerCreateInfo.pNext = 0;
  1703. samplerCreateInfo.flags = 0;
  1704. samplerCreateInfo.magFilter = VK_FILTER_NEAREST;
  1705. samplerCreateInfo.minFilter = VK_FILTER_NEAREST;
  1706. samplerCreateInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
  1707. samplerCreateInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  1708. samplerCreateInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  1709. samplerCreateInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
  1710. samplerCreateInfo.mipLodBias = 0.0f;
  1711. samplerCreateInfo.anisotropyEnable = VK_FALSE;
  1712. samplerCreateInfo.maxAnisotropy = 1;
  1713. samplerCreateInfo.compareEnable = VK_FALSE;
  1714. samplerCreateInfo.compareOp = VK_COMPARE_OP_NEVER;
  1715. samplerCreateInfo.minLod = 0.0f;
  1716. samplerCreateInfo.maxLod = 0.0f;
  1717. samplerCreateInfo.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
  1718. samplerCreateInfo.unnormalizedCoordinates = VK_TRUE;
  1719. d->texelfetch_sampler = 0;
  1720. ret = vkCreateSampler(d->device, &samplerCreateInfo, 0, &d->texelfetch_sampler);
  1721. if (ret != VK_SUCCESS)
  1722. {
  1723. NCNN_LOGE("vkCreateSampler failed %d", ret);
  1724. }
  1725. }
  1726. d->create_dummy_buffer_image();
  1727. d->pipeline_cache = new PipelineCache(this);
  1728. memset(d->uop_packing, 0, sizeof(d->uop_packing));
  1729. }
  1730. VulkanDevice::~VulkanDevice()
  1731. {
  1732. d->destroy_utility_operator();
  1733. d->destroy_dummy_buffer_image();
  1734. if (d->texelfetch_sampler)
  1735. {
  1736. vkDestroySampler(d->device, d->texelfetch_sampler, 0);
  1737. }
  1738. for (size_t i = 0; i < d->blob_allocators.size(); i++)
  1739. {
  1740. delete d->blob_allocators[i];
  1741. }
  1742. d->blob_allocators.clear();
  1743. for (size_t i = 0; i < d->staging_allocators.size(); i++)
  1744. {
  1745. delete d->staging_allocators[i];
  1746. }
  1747. d->staging_allocators.clear();
  1748. delete d->pipeline_cache;
  1749. vkDestroyDevice(d->device, 0);
  1750. delete d;
  1751. }
  1752. VulkanDevice::VulkanDevice(const VulkanDevice&)
  1753. : info(get_gpu_info(0)), d(0)
  1754. {
  1755. }
  1756. VulkanDevice& VulkanDevice::operator=(const VulkanDevice&)
  1757. {
  1758. return *this;
  1759. }
  1760. VkDevice VulkanDevice::vkdevice() const
  1761. {
  1762. return d->device;
  1763. }
  1764. VkShaderModule VulkanDevice::compile_shader_module(const uint32_t* spv_data, size_t spv_data_size) const
  1765. {
  1766. VkShaderModuleCreateInfo shaderModuleCreateInfo;
  1767. shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
  1768. shaderModuleCreateInfo.pNext = 0;
  1769. shaderModuleCreateInfo.flags = 0;
  1770. shaderModuleCreateInfo.codeSize = spv_data_size;
  1771. shaderModuleCreateInfo.pCode = spv_data;
  1772. VkShaderModule shader_module;
  1773. VkResult ret = vkCreateShaderModule(d->device, &shaderModuleCreateInfo, 0, &shader_module);
  1774. if (ret != VK_SUCCESS)
  1775. {
  1776. NCNN_LOGE("vkCreateShaderModule failed %d", ret);
  1777. return 0;
  1778. }
  1779. return shader_module;
  1780. }
  1781. 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)
  1782. {
  1783. uint32_t local_size_x_id = -1;
  1784. uint32_t local_size_y_id = -1;
  1785. uint32_t local_size_z_id = -1;
  1786. uint32_t gl_WorkGroupSize_id = -1;
  1787. const uint32_t* p = code;
  1788. uint32_t* dp = dstcode;
  1789. // skip magic version generator bound schema
  1790. memcpy(dp, p, 5 * sizeof(uint32_t));
  1791. p += 5;
  1792. dp += 5;
  1793. // foreach op
  1794. while ((const unsigned char*)p < (const unsigned char*)code + size)
  1795. {
  1796. uint32_t opcode = p[0];
  1797. uint16_t wordcount = opcode >> 16;
  1798. uint16_t op = opcode & 0xffff;
  1799. if (op == 16) // OpExecutionMode
  1800. {
  1801. uint32_t mode = p[2];
  1802. if (mode == 17) // LocalSize
  1803. {
  1804. memcpy(dp, p, wordcount * sizeof(uint32_t));
  1805. // set local_size_xyz
  1806. dp[3] = local_size_x;
  1807. dp[4] = local_size_y;
  1808. dp[5] = local_size_z;
  1809. p += wordcount;
  1810. dp += wordcount;
  1811. continue;
  1812. }
  1813. }
  1814. else if (op == 50) // OpSpecConstant
  1815. {
  1816. uint32_t id = p[2];
  1817. if (id == local_size_x_id || id == local_size_y_id || id == local_size_z_id)
  1818. {
  1819. p += wordcount;
  1820. continue;
  1821. }
  1822. }
  1823. else if (op == 51) // OpSpecConstantComposite
  1824. {
  1825. uint32_t id = p[2];
  1826. if (id == gl_WorkGroupSize_id)
  1827. {
  1828. if (wordcount == 6 && (p[3] == local_size_x_id || p[4] == local_size_y_id || p[5] == local_size_z_id))
  1829. {
  1830. p += wordcount;
  1831. continue;
  1832. }
  1833. }
  1834. }
  1835. else if (op == 71) // OpDecorate
  1836. {
  1837. uint32_t id = p[1];
  1838. uint32_t decoration = p[2];
  1839. if (decoration == 1) // SpecId
  1840. {
  1841. uint32_t specid = p[3];
  1842. if (specid == 233) local_size_x_id = id;
  1843. if (specid == 234) local_size_y_id = id;
  1844. if (specid == 235) local_size_z_id = id;
  1845. if (specid == 233 || specid == 234 || specid == 235)
  1846. {
  1847. p += wordcount;
  1848. continue;
  1849. }
  1850. }
  1851. else if (decoration == 11) // BuiltIn
  1852. {
  1853. uint32_t builtin = p[3];
  1854. if (builtin == 25) // WorkgroupSize
  1855. {
  1856. gl_WorkGroupSize_id = id;
  1857. p += wordcount;
  1858. continue;
  1859. }
  1860. }
  1861. }
  1862. memcpy(dp, p, wordcount * sizeof(uint32_t));
  1863. p += wordcount;
  1864. dp += wordcount;
  1865. }
  1866. *dstsize = (unsigned char*)dp - (unsigned char*)dstcode;
  1867. }
  1868. 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
  1869. {
  1870. uint32_t* spv_data_modified = (uint32_t*)malloc(spv_data_size);
  1871. size_t spv_data_size_modified = spv_data_size;
  1872. 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);
  1873. VkShaderModule shader_module = compile_shader_module(spv_data_modified, spv_data_size_modified);
  1874. free(spv_data_modified);
  1875. return shader_module;
  1876. }
  1877. int VulkanDevice::create_descriptorset_layout(int binding_count, const int* binding_types, VkDescriptorSetLayout* descriptorset_layout) const
  1878. {
  1879. if (binding_count == 0)
  1880. {
  1881. *descriptorset_layout = 0;
  1882. return 0;
  1883. }
  1884. std::vector<VkDescriptorSetLayoutBinding> descriptorSetLayoutBindings(binding_count);
  1885. for (int i = 0; i < binding_count; i++)
  1886. {
  1887. int binding_type = binding_types[i];
  1888. descriptorSetLayoutBindings[i].binding = i;
  1889. descriptorSetLayoutBindings[i].descriptorCount = 1;
  1890. descriptorSetLayoutBindings[i].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
  1891. if (binding_type == 1)
  1892. {
  1893. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  1894. descriptorSetLayoutBindings[i].pImmutableSamplers = 0;
  1895. }
  1896. else if (binding_type == 2)
  1897. {
  1898. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  1899. descriptorSetLayoutBindings[i].pImmutableSamplers = 0;
  1900. }
  1901. else // if (binding_type == 3)
  1902. {
  1903. descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  1904. descriptorSetLayoutBindings[i].pImmutableSamplers = immutable_texelfetch_sampler(); // we always use texelfetch
  1905. }
  1906. }
  1907. VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo;
  1908. descriptorSetLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
  1909. descriptorSetLayoutCreateInfo.pNext = 0;
  1910. descriptorSetLayoutCreateInfo.flags = 0;
  1911. descriptorSetLayoutCreateInfo.bindingCount = binding_count;
  1912. descriptorSetLayoutCreateInfo.pBindings = descriptorSetLayoutBindings.data();
  1913. if (info.support_VK_KHR_push_descriptor())
  1914. {
  1915. descriptorSetLayoutCreateInfo.flags |= VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
  1916. }
  1917. VkResult ret = vkCreateDescriptorSetLayout(d->device, &descriptorSetLayoutCreateInfo, 0, descriptorset_layout);
  1918. if (ret != VK_SUCCESS)
  1919. {
  1920. NCNN_LOGE("vkCreateDescriptorSetLayout failed %d", ret);
  1921. return -1;
  1922. }
  1923. return 0;
  1924. }
  1925. int VulkanDevice::create_pipeline_layout(int push_constant_count, VkDescriptorSetLayout descriptorset_layout, VkPipelineLayout* pipeline_layout) const
  1926. {
  1927. VkPushConstantRange pushConstantRange;
  1928. pushConstantRange.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
  1929. pushConstantRange.offset = 0;
  1930. pushConstantRange.size = sizeof(vk_constant_type) * push_constant_count;
  1931. VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
  1932. pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
  1933. pipelineLayoutCreateInfo.pNext = 0;
  1934. pipelineLayoutCreateInfo.flags = 0;
  1935. if (descriptorset_layout)
  1936. {
  1937. pipelineLayoutCreateInfo.setLayoutCount = 1;
  1938. pipelineLayoutCreateInfo.pSetLayouts = &descriptorset_layout;
  1939. }
  1940. else
  1941. {
  1942. pipelineLayoutCreateInfo.setLayoutCount = 0;
  1943. pipelineLayoutCreateInfo.pSetLayouts = 0;
  1944. }
  1945. if (push_constant_count > 0)
  1946. {
  1947. pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
  1948. pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
  1949. }
  1950. else
  1951. {
  1952. pipelineLayoutCreateInfo.pushConstantRangeCount = 0;
  1953. pipelineLayoutCreateInfo.pPushConstantRanges = 0;
  1954. }
  1955. VkResult ret = vkCreatePipelineLayout(d->device, &pipelineLayoutCreateInfo, 0, pipeline_layout);
  1956. if (ret != VK_SUCCESS)
  1957. {
  1958. NCNN_LOGE("vkCreatePipelineLayout failed %d", ret);
  1959. return -1;
  1960. }
  1961. return 0;
  1962. }
  1963. int VulkanDevice::create_pipeline(VkShaderModule shader_module, VkPipelineLayout pipeline_layout, const std::vector<vk_specialization_type>& specializations, VkPipeline* pipeline) const
  1964. {
  1965. const int specialization_count = specializations.size();
  1966. std::vector<VkSpecializationMapEntry> specializationMapEntries(specialization_count);
  1967. for (int i = 0; i < specialization_count; i++)
  1968. {
  1969. specializationMapEntries[i].constantID = i;
  1970. specializationMapEntries[i].offset = i * sizeof(vk_specialization_type);
  1971. specializationMapEntries[i].size = sizeof(vk_specialization_type);
  1972. }
  1973. VkSpecializationInfo specializationInfo;
  1974. specializationInfo.mapEntryCount = specializationMapEntries.size();
  1975. specializationInfo.pMapEntries = specializationMapEntries.data();
  1976. specializationInfo.dataSize = specializations.size() * sizeof(vk_specialization_type);
  1977. specializationInfo.pData = specializations.data();
  1978. VkPipelineShaderStageCreateInfo pipelineShaderStageCreateInfo;
  1979. pipelineShaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
  1980. pipelineShaderStageCreateInfo.pNext = 0;
  1981. pipelineShaderStageCreateInfo.flags = 0;
  1982. pipelineShaderStageCreateInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
  1983. pipelineShaderStageCreateInfo.module = shader_module;
  1984. pipelineShaderStageCreateInfo.pName = "main";
  1985. pipelineShaderStageCreateInfo.pSpecializationInfo = &specializationInfo;
  1986. VkComputePipelineCreateInfo computePipelineCreateInfo;
  1987. computePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
  1988. computePipelineCreateInfo.pNext = 0;
  1989. computePipelineCreateInfo.flags = 0;
  1990. computePipelineCreateInfo.stage = pipelineShaderStageCreateInfo;
  1991. computePipelineCreateInfo.layout = pipeline_layout;
  1992. computePipelineCreateInfo.basePipelineHandle = 0;
  1993. computePipelineCreateInfo.basePipelineIndex = 0;
  1994. VkResult ret = vkCreateComputePipelines(d->device, 0, 1, &computePipelineCreateInfo, 0, pipeline);
  1995. if (ret != VK_SUCCESS)
  1996. {
  1997. NCNN_LOGE("vkCreateComputePipelines failed %d", ret);
  1998. return -1;
  1999. }
  2000. return 0;
  2001. }
  2002. int VulkanDevice::create_descriptor_update_template(int binding_count, const int* binding_types, VkDescriptorSetLayout descriptorset_layout, VkPipelineLayout pipeline_layout, VkDescriptorUpdateTemplateKHR* descriptor_update_template) const
  2003. {
  2004. if (binding_count == 0)
  2005. {
  2006. *descriptor_update_template = 0;
  2007. return 0;
  2008. }
  2009. std::vector<VkDescriptorUpdateTemplateEntryKHR> descriptorUpdateTemplateEntries(binding_count);
  2010. size_t offset = 0;
  2011. for (int i = 0; i < binding_count; i++) // TODO do not update weights
  2012. {
  2013. int binding_type = binding_types[i];
  2014. descriptorUpdateTemplateEntries[i].dstBinding = i;
  2015. descriptorUpdateTemplateEntries[i].dstArrayElement = 0;
  2016. descriptorUpdateTemplateEntries[i].descriptorCount = 1;
  2017. descriptorUpdateTemplateEntries[i].offset = offset;
  2018. if (binding_type == 1)
  2019. {
  2020. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
  2021. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorBufferInfo);
  2022. }
  2023. else if (binding_type == 2)
  2024. {
  2025. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  2026. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorImageInfo);
  2027. }
  2028. else // if (binding_type == 3)
  2029. {
  2030. descriptorUpdateTemplateEntries[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  2031. descriptorUpdateTemplateEntries[i].stride = sizeof(VkDescriptorImageInfo);
  2032. }
  2033. offset += descriptorUpdateTemplateEntries[i].stride;
  2034. }
  2035. VkDescriptorUpdateTemplateCreateInfoKHR descriptorUpdateTemplateCreateInfo;
  2036. descriptorUpdateTemplateCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO_KHR;
  2037. descriptorUpdateTemplateCreateInfo.pNext = 0;
  2038. descriptorUpdateTemplateCreateInfo.flags = 0;
  2039. descriptorUpdateTemplateCreateInfo.descriptorUpdateEntryCount = binding_count; // TODO do not update weights
  2040. descriptorUpdateTemplateCreateInfo.pDescriptorUpdateEntries = descriptorUpdateTemplateEntries.data();
  2041. if (info.support_VK_KHR_push_descriptor())
  2042. {
  2043. descriptorUpdateTemplateCreateInfo.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR;
  2044. }
  2045. else
  2046. {
  2047. descriptorUpdateTemplateCreateInfo.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET_KHR;
  2048. }
  2049. // descriptorSetLayout should be ignored if VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR
  2050. // FIXME HACK WARNING TODO NOTE but crash on radv if set NULL :(
  2051. descriptorUpdateTemplateCreateInfo.descriptorSetLayout = descriptorset_layout;
  2052. descriptorUpdateTemplateCreateInfo.pipelineBindPoint = VK_PIPELINE_BIND_POINT_COMPUTE;
  2053. descriptorUpdateTemplateCreateInfo.pipelineLayout = pipeline_layout;
  2054. descriptorUpdateTemplateCreateInfo.set = 0;
  2055. VkResult ret = vkCreateDescriptorUpdateTemplateKHR(d->device, &descriptorUpdateTemplateCreateInfo, 0, descriptor_update_template);
  2056. if (ret != VK_SUCCESS)
  2057. {
  2058. NCNN_LOGE("vkCreateDescriptorUpdateTemplateKHR failed %d", ret);
  2059. return -1;
  2060. }
  2061. return 0;
  2062. }
  2063. uint32_t VulkanDevice::find_memory_index(uint32_t memory_type_bits, VkFlags required, VkFlags preferred, VkFlags preferred_not) const
  2064. {
  2065. const VkPhysicalDeviceMemoryProperties& memory_properties = info.physical_device_memory_properties();
  2066. // first try, find required and with preferred and without preferred_not
  2067. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2068. {
  2069. bool is_required = (1 << i) & memory_type_bits;
  2070. if (is_required)
  2071. {
  2072. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2073. if ((memoryType.propertyFlags & required) == required
  2074. && (preferred && (memoryType.propertyFlags & preferred))
  2075. && (preferred_not && !(memoryType.propertyFlags & preferred_not)))
  2076. {
  2077. return i;
  2078. }
  2079. }
  2080. }
  2081. // second try, find required and with preferred
  2082. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2083. {
  2084. bool is_required = (1 << i) & memory_type_bits;
  2085. if (is_required)
  2086. {
  2087. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2088. if ((memoryType.propertyFlags & required) == required
  2089. && (preferred && (memoryType.propertyFlags & preferred)))
  2090. {
  2091. return i;
  2092. }
  2093. }
  2094. }
  2095. // third try, find required and without preferred_not
  2096. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2097. {
  2098. bool is_required = (1 << i) & memory_type_bits;
  2099. if (is_required)
  2100. {
  2101. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2102. if ((memoryType.propertyFlags & required) == required
  2103. && (preferred_not && !(memoryType.propertyFlags & preferred_not)))
  2104. {
  2105. return i;
  2106. }
  2107. }
  2108. }
  2109. // fourth try, find any required
  2110. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2111. {
  2112. bool is_required = (1 << i) & memory_type_bits;
  2113. if (is_required)
  2114. {
  2115. const VkMemoryType& memoryType = memory_properties.memoryTypes[i];
  2116. if ((memoryType.propertyFlags & required) == required)
  2117. {
  2118. return i;
  2119. }
  2120. }
  2121. }
  2122. NCNN_LOGE("no such memory type %u %u %u %u", memory_type_bits, required, preferred, preferred_not);
  2123. return -1;
  2124. }
  2125. bool VulkanDevice::is_mappable(uint32_t memory_type_index) const
  2126. {
  2127. const VkMemoryType& memoryType = info.physical_device_memory_properties().memoryTypes[memory_type_index];
  2128. return memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
  2129. }
  2130. bool VulkanDevice::is_coherent(uint32_t memory_type_index) const
  2131. {
  2132. const VkMemoryType& memoryType = info.physical_device_memory_properties().memoryTypes[memory_type_index];
  2133. return memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
  2134. }
  2135. VkQueue VulkanDevice::acquire_queue(uint32_t queue_family_index) const
  2136. {
  2137. if (queue_family_index != info.compute_queue_family_index()
  2138. && queue_family_index != info.graphics_queue_family_index()
  2139. && queue_family_index != info.transfer_queue_family_index())
  2140. {
  2141. NCNN_LOGE("invalid queue_family_index %u", queue_family_index);
  2142. return 0;
  2143. }
  2144. Mutex& queue_lock = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_lock
  2145. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_lock
  2146. : d->transfer_queue_lock;
  2147. queue_lock.lock();
  2148. ConditionVariable& queue_condition = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_condition
  2149. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_condition
  2150. : d->transfer_queue_condition;
  2151. int& free_queue_count = queue_family_index == info.compute_queue_family_index() ? d->free_compute_queue_count
  2152. : queue_family_index == info.graphics_queue_family_index() ? d->free_graphics_queue_count
  2153. : d->free_transfer_queue_count;
  2154. while (free_queue_count == 0)
  2155. {
  2156. // no free queues, wait for recleams from other threads
  2157. queue_condition.wait(queue_lock);
  2158. }
  2159. std::vector<VkQueue>& queues = queue_family_index == info.compute_queue_family_index() ? d->compute_queues
  2160. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queues
  2161. : d->transfer_queues;
  2162. VkQueue queue = 0;
  2163. for (size_t i = 0; i < queues.size(); i++)
  2164. {
  2165. if (queues[i])
  2166. {
  2167. queue = queues[i];
  2168. queues[i] = 0;
  2169. break;
  2170. }
  2171. }
  2172. if (!queue)
  2173. {
  2174. NCNN_LOGE("FATAL ERROR! out of hardware queue %u", queue_family_index);
  2175. }
  2176. free_queue_count -= 1;
  2177. queue_lock.unlock();
  2178. queue_condition.signal();
  2179. return queue;
  2180. }
  2181. void VulkanDevice::reclaim_queue(uint32_t queue_family_index, VkQueue queue) const
  2182. {
  2183. if (queue_family_index != info.compute_queue_family_index()
  2184. && queue_family_index != info.graphics_queue_family_index()
  2185. && queue_family_index != info.transfer_queue_family_index())
  2186. {
  2187. NCNN_LOGE("invalid queue_family_index %u", queue_family_index);
  2188. return;
  2189. }
  2190. Mutex& queue_lock = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_lock
  2191. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_lock
  2192. : d->transfer_queue_lock;
  2193. queue_lock.lock();
  2194. ConditionVariable& queue_condition = queue_family_index == info.compute_queue_family_index() ? d->compute_queue_condition
  2195. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queue_condition
  2196. : d->transfer_queue_condition;
  2197. int& free_queue_count = queue_family_index == info.compute_queue_family_index() ? d->free_compute_queue_count
  2198. : queue_family_index == info.graphics_queue_family_index() ? d->free_graphics_queue_count
  2199. : d->free_transfer_queue_count;
  2200. std::vector<VkQueue>& queues = queue_family_index == info.compute_queue_family_index() ? d->compute_queues
  2201. : queue_family_index == info.graphics_queue_family_index() ? d->graphics_queues
  2202. : d->transfer_queues;
  2203. size_t i = 0;
  2204. for (; i < queues.size(); i++)
  2205. {
  2206. if (!queues[i])
  2207. {
  2208. queues[i] = queue;
  2209. break;
  2210. }
  2211. }
  2212. if (i == queues.size())
  2213. {
  2214. NCNN_LOGE("FATAL ERROR! reclaim_queue get wild queue %u %p", queue_family_index, queue);
  2215. }
  2216. free_queue_count += 1;
  2217. queue_lock.unlock();
  2218. queue_condition.signal();
  2219. }
  2220. VkAllocator* VulkanDevice::acquire_blob_allocator() const
  2221. {
  2222. MutexLockGuard lock(d->blob_allocator_lock);
  2223. for (int i = 0; i < (int)d->blob_allocators.size(); i++)
  2224. {
  2225. VkAllocator* allocator = d->blob_allocators[i];
  2226. if (allocator)
  2227. {
  2228. d->blob_allocators[i] = 0;
  2229. return allocator;
  2230. }
  2231. }
  2232. // pre-allocated allcator exhausted, create new
  2233. VkAllocator* allocator = new VkBlobAllocator(this);
  2234. d->blob_allocators.push_back(allocator);
  2235. d->blob_allocators[d->blob_allocators.size() - 1] = 0;
  2236. return allocator;
  2237. }
  2238. void VulkanDevice::reclaim_blob_allocator(VkAllocator* allocator) const
  2239. {
  2240. MutexLockGuard lock(d->blob_allocator_lock);
  2241. for (int i = 0; i < (int)d->blob_allocators.size(); i++)
  2242. {
  2243. if (!d->blob_allocators[i])
  2244. {
  2245. d->blob_allocators[i] = allocator;
  2246. return;
  2247. }
  2248. }
  2249. NCNN_LOGE("FATAL ERROR! reclaim_blob_allocator get wild allocator %p", allocator);
  2250. }
  2251. VkAllocator* VulkanDevice::acquire_staging_allocator() const
  2252. {
  2253. MutexLockGuard lock(d->staging_allocator_lock);
  2254. for (int i = 0; i < (int)d->staging_allocators.size(); i++)
  2255. {
  2256. VkAllocator* allocator = d->staging_allocators[i];
  2257. if (allocator)
  2258. {
  2259. d->staging_allocators[i] = 0;
  2260. return allocator;
  2261. }
  2262. }
  2263. // pre-allocated allcator exhausted, create new
  2264. VkAllocator* allocator = new VkStagingAllocator(this);
  2265. d->staging_allocators.push_back(allocator);
  2266. d->staging_allocators[d->staging_allocators.size() - 1] = 0;
  2267. return allocator;
  2268. }
  2269. void VulkanDevice::reclaim_staging_allocator(VkAllocator* allocator) const
  2270. {
  2271. MutexLockGuard lock(d->staging_allocator_lock);
  2272. for (int i = 0; i < (int)d->staging_allocators.size(); i++)
  2273. {
  2274. if (!d->staging_allocators[i])
  2275. {
  2276. d->staging_allocators[i] = allocator;
  2277. return;
  2278. }
  2279. }
  2280. NCNN_LOGE("FATAL ERROR! reclaim_staging_allocator get wild allocator %p", allocator);
  2281. }
  2282. const VkSampler* VulkanDevice::immutable_texelfetch_sampler() const
  2283. {
  2284. return &d->texelfetch_sampler;
  2285. }
  2286. VkMat VulkanDevice::get_dummy_buffer() const
  2287. {
  2288. return d->dummy_buffer;
  2289. }
  2290. VkImageMat VulkanDevice::get_dummy_image() const
  2291. {
  2292. return d->dummy_image;
  2293. }
  2294. VkImageMat VulkanDevice::get_dummy_image_readonly() const
  2295. {
  2296. #if __APPLE__
  2297. if (info.vendor_id() == 0x8086)
  2298. return d->dummy_image;
  2299. #endif
  2300. return d->dummy_image_readonly;
  2301. }
  2302. const PipelineCache* VulkanDevice::get_pipeline_cache() const
  2303. {
  2304. return d->pipeline_cache;
  2305. }
  2306. bool VulkanDevice::shape_support_image_storage(const Mat& shape) const
  2307. {
  2308. int dims = shape.dims;
  2309. int width = shape.w;
  2310. int height = shape.h;
  2311. int depth = shape.c;
  2312. int elempack = shape.elempack;
  2313. // large elempack spills on image w
  2314. if (elempack == 8) width *= 2;
  2315. if (elempack == 16) width *= 4;
  2316. if (elempack == 32) width *= 8;
  2317. if (elempack == 64) width *= 16;
  2318. if (dims == 1)
  2319. {
  2320. if (width > (int)info.max_image_dimension_1d())
  2321. {
  2322. return false;
  2323. }
  2324. }
  2325. else if (dims == 2)
  2326. {
  2327. if (width > (int)info.max_image_dimension_2d() || height > (int)info.max_image_dimension_2d())
  2328. {
  2329. return false;
  2330. }
  2331. }
  2332. else // if (dims == 3)
  2333. {
  2334. if (width > (int)info.max_image_dimension_3d() || height > (int)info.max_image_dimension_3d() || depth > (int)info.max_image_dimension_3d())
  2335. {
  2336. return false;
  2337. }
  2338. }
  2339. return true;
  2340. }
  2341. uint32_t VulkanDevice::get_heap_budget() const
  2342. {
  2343. const VkPhysicalDeviceMemoryProperties& memory_properties = info.physical_device_memory_properties();
  2344. // the first device local heap
  2345. uint32_t device_local_heap_index = 0;
  2346. uint32_t device_local_heap_size = 0;
  2347. for (uint32_t i = 0; i < memory_properties.memoryTypeCount; i++)
  2348. {
  2349. const VkMemoryHeap& memoryHeap = memory_properties.memoryHeaps[i];
  2350. if (memoryHeap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT)
  2351. {
  2352. device_local_heap_index = i;
  2353. device_local_heap_size = memoryHeap.size / 1024 / 1024;
  2354. break;
  2355. }
  2356. }
  2357. if (!info.support_VK_EXT_memory_budget())
  2358. {
  2359. // NCNN_LOGE("heap budget from assumption\n");
  2360. // we usually cannot use all heap
  2361. // 70% for 4G+
  2362. // 50% for 4G-
  2363. return device_local_heap_size >= 4000 ? device_local_heap_size * 0.7 : device_local_heap_size * 0.5;
  2364. }
  2365. VkPhysicalDeviceMemoryBudgetPropertiesEXT memoryBudgetProperties;
  2366. memoryBudgetProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_BUDGET_PROPERTIES_EXT;
  2367. memoryBudgetProperties.pNext = 0;
  2368. VkPhysicalDeviceMemoryProperties2KHR memoryProperties;
  2369. memoryProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2_KHR;
  2370. memoryProperties.pNext = &memoryBudgetProperties;
  2371. vkGetPhysicalDeviceMemoryProperties2KHR(info.physical_device(), &memoryProperties);
  2372. return memoryBudgetProperties.heapBudget[device_local_heap_index] / 1024 / 1024;
  2373. }
  2374. void VulkanDevice::convert_packing(const VkMat& src, VkMat& dst, int dst_elempack, VkCompute& cmd, const Option& _opt) const
  2375. {
  2376. // buffer2buffer uop is created with use_image_storage disabled
  2377. Option opt = _opt;
  2378. opt.use_image_storage = false;
  2379. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2380. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2381. int cast_type_from_index;
  2382. if (src.elembits() == 32)
  2383. {
  2384. cast_type_from_index = 0;
  2385. }
  2386. else // if (src.elembits() == 16)
  2387. {
  2388. if (cast_type_to_index != 0)
  2389. {
  2390. cast_type_from_index = cast_type_to_index;
  2391. }
  2392. else if (info.support_fp16_storage())
  2393. {
  2394. cast_type_from_index = 2;
  2395. }
  2396. else // if (info.support_fp16_packed())
  2397. {
  2398. cast_type_from_index = 1;
  2399. }
  2400. }
  2401. // NCNN_LOGE("convert_packing b2b %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2402. const ncnn::Packing_vulkan* uop = d->get_utility_operator(0, 0, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2403. uop->forward(src, dst, cmd, opt);
  2404. }
  2405. void VulkanDevice::convert_packing(const VkImageMat& src, VkImageMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2406. {
  2407. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2408. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2409. int cast_type_from_index;
  2410. if (src.elembits() == 32)
  2411. {
  2412. cast_type_from_index = 0;
  2413. }
  2414. else // if (src.elembits() == 16)
  2415. {
  2416. if (cast_type_to_index != 0)
  2417. {
  2418. cast_type_from_index = cast_type_to_index;
  2419. }
  2420. else if (info.support_fp16_storage())
  2421. {
  2422. cast_type_from_index = 2;
  2423. }
  2424. else // if (info.support_fp16_packed())
  2425. {
  2426. cast_type_from_index = 1;
  2427. }
  2428. }
  2429. // NCNN_LOGE("convert_packing i2i %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2430. const ncnn::Packing_vulkan* uop = d->get_utility_operator(1, 1, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2431. uop->forward(src, dst, cmd, opt);
  2432. }
  2433. void VulkanDevice::convert_packing(const VkMat& src, VkImageMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2434. {
  2435. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2436. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2437. int cast_type_from_index;
  2438. if (src.elembits() == 32)
  2439. {
  2440. cast_type_from_index = 0;
  2441. }
  2442. else // if (src.elembits() == 16)
  2443. {
  2444. if (cast_type_to_index != 0)
  2445. {
  2446. cast_type_from_index = cast_type_to_index;
  2447. }
  2448. else if (info.support_fp16_storage())
  2449. {
  2450. cast_type_from_index = 2;
  2451. }
  2452. else // if (info.support_fp16_packed())
  2453. {
  2454. cast_type_from_index = 1;
  2455. }
  2456. }
  2457. // NCNN_LOGE("convert_packing b2i %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2458. const ncnn::Packing_vulkan* uop = d->get_utility_operator(0, 1, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2459. uop->forward(src, dst, cmd, opt);
  2460. }
  2461. void VulkanDevice::convert_packing(const VkImageMat& src, VkMat& dst, int dst_elempack, VkCompute& cmd, const Option& opt) const
  2462. {
  2463. int cast_type_to_index = opt.use_fp16_storage ? 2 : opt.use_fp16_packed ? 1 : 0;
  2464. int packing_type_to_index = dst_elempack == 1 ? 0 : dst_elempack == 4 ? 1 : 2;
  2465. int cast_type_from_index;
  2466. if (src.elembits() == 32)
  2467. {
  2468. cast_type_from_index = 0;
  2469. }
  2470. else // if (src.elembits() == 16)
  2471. {
  2472. if (cast_type_to_index != 0)
  2473. {
  2474. cast_type_from_index = cast_type_to_index;
  2475. }
  2476. else if (info.support_fp16_storage())
  2477. {
  2478. cast_type_from_index = 2;
  2479. }
  2480. else // if (info.support_fp16_packed())
  2481. {
  2482. cast_type_from_index = 1;
  2483. }
  2484. }
  2485. // NCNN_LOGE("convert_packing i2b %d %d %d", cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2486. const ncnn::Packing_vulkan* uop = d->get_utility_operator(1, 0, cast_type_from_index, cast_type_to_index, packing_type_to_index);
  2487. uop->forward(src, dst, cmd, opt);
  2488. }
  2489. int VulkanDevice::init_device_extension()
  2490. {
  2491. if (info.support_VK_KHR_bind_memory2())
  2492. {
  2493. vkBindBufferMemory2KHR = (PFN_vkBindBufferMemory2KHR)vkGetDeviceProcAddr(d->device, "vkBindBufferMemory2KHR");
  2494. vkBindImageMemory2KHR = (PFN_vkBindImageMemory2KHR)vkGetDeviceProcAddr(d->device, "vkBindImageMemory2KHR");
  2495. }
  2496. if (info.support_VK_KHR_create_renderpass2())
  2497. {
  2498. vkCmdBeginRenderPass2KHR = (PFN_vkCmdBeginRenderPass2KHR)vkGetDeviceProcAddr(d->device, "vkCmdBeginRenderPass2KHR");
  2499. vkCmdEndRenderPass2KHR = (PFN_vkCmdEndRenderPass2KHR)vkGetDeviceProcAddr(d->device, "vkCmdEndRenderPass2KHR");
  2500. vkCmdNextSubpass2KHR = (PFN_vkCmdNextSubpass2KHR)vkGetDeviceProcAddr(d->device, "vkCmdNextSubpass2KHR");
  2501. vkCreateRenderPass2KHR = (PFN_vkCreateRenderPass2KHR)vkGetDeviceProcAddr(d->device, "vkCreateRenderPass2KHR");
  2502. }
  2503. if (info.support_VK_KHR_descriptor_update_template())
  2504. {
  2505. vkCreateDescriptorUpdateTemplateKHR = (PFN_vkCreateDescriptorUpdateTemplateKHR)vkGetDeviceProcAddr(d->device, "vkCreateDescriptorUpdateTemplateKHR");
  2506. vkDestroyDescriptorUpdateTemplateKHR = (PFN_vkDestroyDescriptorUpdateTemplateKHR)vkGetDeviceProcAddr(d->device, "vkDestroyDescriptorUpdateTemplateKHR");
  2507. vkUpdateDescriptorSetWithTemplateKHR = (PFN_vkUpdateDescriptorSetWithTemplateKHR)vkGetDeviceProcAddr(d->device, "vkUpdateDescriptorSetWithTemplateKHR");
  2508. }
  2509. if (info.support_VK_KHR_get_memory_requirements2())
  2510. {
  2511. vkGetImageMemoryRequirements2KHR = (PFN_vkGetImageMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetImageMemoryRequirements2KHR");
  2512. vkGetBufferMemoryRequirements2KHR = (PFN_vkGetBufferMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetBufferMemoryRequirements2KHR");
  2513. vkGetImageSparseMemoryRequirements2KHR = (PFN_vkGetImageSparseMemoryRequirements2KHR)vkGetDeviceProcAddr(d->device, "vkGetImageSparseMemoryRequirements2KHR");
  2514. }
  2515. if (info.support_VK_KHR_maintenance1())
  2516. {
  2517. vkTrimCommandPoolKHR = (PFN_vkTrimCommandPoolKHR)vkGetDeviceProcAddr(d->device, "vkTrimCommandPoolKHR");
  2518. }
  2519. if (info.support_VK_KHR_maintenance3())
  2520. {
  2521. vkGetDescriptorSetLayoutSupportKHR = (PFN_vkGetDescriptorSetLayoutSupportKHR)vkGetDeviceProcAddr(d->device, "vkGetDescriptorSetLayoutSupportKHR");
  2522. }
  2523. if (info.support_VK_KHR_push_descriptor())
  2524. {
  2525. if (info.support_VK_KHR_descriptor_update_template())
  2526. {
  2527. vkCmdPushDescriptorSetWithTemplateKHR = (PFN_vkCmdPushDescriptorSetWithTemplateKHR)vkGetDeviceProcAddr(d->device, "vkCmdPushDescriptorSetWithTemplateKHR");
  2528. }
  2529. vkCmdPushDescriptorSetKHR = (PFN_vkCmdPushDescriptorSetKHR)vkGetDeviceProcAddr(d->device, "vkCmdPushDescriptorSetKHR");
  2530. }
  2531. if (info.support_VK_KHR_sampler_ycbcr_conversion())
  2532. {
  2533. vkCreateSamplerYcbcrConversionKHR = (PFN_vkCreateSamplerYcbcrConversionKHR)vkGetDeviceProcAddr(d->device, "vkCreateSamplerYcbcrConversionKHR");
  2534. vkDestroySamplerYcbcrConversionKHR = (PFN_vkDestroySamplerYcbcrConversionKHR)vkGetDeviceProcAddr(d->device, "vkDestroySamplerYcbcrConversionKHR");
  2535. }
  2536. if (info.support_VK_KHR_swapchain())
  2537. {
  2538. vkCreateSwapchainKHR = (PFN_vkCreateSwapchainKHR)vkGetDeviceProcAddr(d->device, "vkCreateSwapchainKHR");
  2539. vkDestroySwapchainKHR = (PFN_vkDestroySwapchainKHR)vkGetDeviceProcAddr(d->device, "vkDestroySwapchainKHR");
  2540. vkGetSwapchainImagesKHR = (PFN_vkGetSwapchainImagesKHR)vkGetDeviceProcAddr(d->device, "vkGetSwapchainImagesKHR");
  2541. vkAcquireNextImageKHR = (PFN_vkAcquireNextImageKHR)vkGetDeviceProcAddr(d->device, "vkAcquireNextImageKHR");
  2542. vkQueuePresentKHR = (PFN_vkQueuePresentKHR)vkGetDeviceProcAddr(d->device, "vkQueuePresentKHR");
  2543. }
  2544. #if __ANDROID_API__ >= 26
  2545. if (info.support_VK_ANDROID_external_memory_android_hardware_buffer())
  2546. {
  2547. vkGetAndroidHardwareBufferPropertiesANDROID = (PFN_vkGetAndroidHardwareBufferPropertiesANDROID)vkGetDeviceProcAddr(d->device, "vkGetAndroidHardwareBufferPropertiesANDROID");
  2548. vkGetMemoryAndroidHardwareBufferANDROID = (PFN_vkGetMemoryAndroidHardwareBufferANDROID)vkGetDeviceProcAddr(d->device, "vkGetMemoryAndroidHardwareBufferANDROID");
  2549. }
  2550. #endif // __ANDROID_API__ >= 26
  2551. return 0;
  2552. }
  2553. VulkanDevice* get_gpu_device(int device_index)
  2554. {
  2555. try_create_gpu_instance();
  2556. if (device_index < 0 || device_index >= g_gpu_count)
  2557. return 0;
  2558. MutexLockGuard lock(g_default_vkdev_lock);
  2559. if (!g_default_vkdev[device_index])
  2560. g_default_vkdev[device_index] = new VulkanDevice(device_index);
  2561. return g_default_vkdev[device_index];
  2562. }
  2563. static TBuiltInResource get_default_TBuiltInResource()
  2564. {
  2565. TBuiltInResource resource;
  2566. resource.maxLights = 32;
  2567. resource.maxClipPlanes = 6;
  2568. resource.maxTextureUnits = 32;
  2569. resource.maxTextureCoords = 32;
  2570. resource.maxVertexAttribs = 64;
  2571. resource.maxVertexUniformComponents = 4096;
  2572. resource.maxVaryingFloats = 64;
  2573. resource.maxVertexTextureImageUnits = 32;
  2574. resource.maxCombinedTextureImageUnits = 80;
  2575. resource.maxTextureImageUnits = 32;
  2576. resource.maxFragmentUniformComponents = 4096;
  2577. resource.maxDrawBuffers = 32;
  2578. resource.maxVertexUniformVectors = 128;
  2579. resource.maxVaryingVectors = 8;
  2580. resource.maxFragmentUniformVectors = 16;
  2581. resource.maxVertexOutputVectors = 16;
  2582. resource.maxFragmentInputVectors = 15;
  2583. resource.minProgramTexelOffset = -8;
  2584. resource.maxProgramTexelOffset = 7;
  2585. resource.maxClipDistances = 8;
  2586. resource.maxComputeWorkGroupCountX = 65535;
  2587. resource.maxComputeWorkGroupCountY = 65535;
  2588. resource.maxComputeWorkGroupCountZ = 65535;
  2589. resource.maxComputeWorkGroupSizeX = 1024;
  2590. resource.maxComputeWorkGroupSizeY = 1024;
  2591. resource.maxComputeWorkGroupSizeZ = 64;
  2592. resource.maxComputeUniformComponents = 1024;
  2593. resource.maxComputeTextureImageUnits = 16;
  2594. resource.maxComputeImageUniforms = 8;
  2595. resource.maxComputeAtomicCounters = 8;
  2596. resource.maxComputeAtomicCounterBuffers = 1;
  2597. resource.maxVaryingComponents = 60;
  2598. resource.maxVertexOutputComponents = 64;
  2599. resource.maxGeometryInputComponents = 64;
  2600. resource.maxGeometryOutputComponents = 128;
  2601. resource.maxFragmentInputComponents = 128;
  2602. resource.maxImageUnits = 8;
  2603. resource.maxCombinedImageUnitsAndFragmentOutputs = 8;
  2604. resource.maxCombinedShaderOutputResources = 8;
  2605. resource.maxImageSamples = 0;
  2606. resource.maxVertexImageUniforms = 0;
  2607. resource.maxTessControlImageUniforms = 0;
  2608. resource.maxTessEvaluationImageUniforms = 0;
  2609. resource.maxGeometryImageUniforms = 0;
  2610. resource.maxFragmentImageUniforms = 8;
  2611. resource.maxCombinedImageUniforms = 8;
  2612. resource.maxGeometryTextureImageUnits = 16;
  2613. resource.maxGeometryOutputVertices = 256;
  2614. resource.maxGeometryTotalOutputComponents = 1024;
  2615. resource.maxGeometryUniformComponents = 1024;
  2616. resource.maxGeometryVaryingComponents = 64;
  2617. resource.maxTessControlInputComponents = 128;
  2618. resource.maxTessControlOutputComponents = 128;
  2619. resource.maxTessControlTextureImageUnits = 16;
  2620. resource.maxTessControlUniformComponents = 1024;
  2621. resource.maxTessControlTotalOutputComponents = 4096;
  2622. resource.maxTessEvaluationInputComponents = 128;
  2623. resource.maxTessEvaluationOutputComponents = 128;
  2624. resource.maxTessEvaluationTextureImageUnits = 16;
  2625. resource.maxTessEvaluationUniformComponents = 1024;
  2626. resource.maxTessPatchComponents = 120;
  2627. resource.maxPatchVertices = 32;
  2628. resource.maxTessGenLevel = 64;
  2629. resource.maxViewports = 16;
  2630. resource.maxVertexAtomicCounters = 0;
  2631. resource.maxTessControlAtomicCounters = 0;
  2632. resource.maxTessEvaluationAtomicCounters = 0;
  2633. resource.maxGeometryAtomicCounters = 0;
  2634. resource.maxFragmentAtomicCounters = 8;
  2635. resource.maxCombinedAtomicCounters = 8;
  2636. resource.maxAtomicCounterBindings = 1;
  2637. resource.maxVertexAtomicCounterBuffers = 0;
  2638. resource.maxTessControlAtomicCounterBuffers = 0;
  2639. resource.maxTessEvaluationAtomicCounterBuffers = 0;
  2640. resource.maxGeometryAtomicCounterBuffers = 0;
  2641. resource.maxFragmentAtomicCounterBuffers = 1;
  2642. resource.maxCombinedAtomicCounterBuffers = 1;
  2643. resource.maxAtomicCounterBufferSize = 16384;
  2644. resource.maxTransformFeedbackBuffers = 4;
  2645. resource.maxTransformFeedbackInterleavedComponents = 64;
  2646. resource.maxCullDistances = 8;
  2647. resource.maxCombinedClipAndCullDistances = 8;
  2648. resource.maxSamples = 4;
  2649. resource.maxMeshOutputVerticesNV = 256;
  2650. resource.maxMeshOutputPrimitivesNV = 512;
  2651. resource.maxMeshWorkGroupSizeX_NV = 32;
  2652. resource.maxMeshWorkGroupSizeY_NV = 1;
  2653. resource.maxMeshWorkGroupSizeZ_NV = 1;
  2654. resource.maxTaskWorkGroupSizeX_NV = 32;
  2655. resource.maxTaskWorkGroupSizeY_NV = 1;
  2656. resource.maxTaskWorkGroupSizeZ_NV = 1;
  2657. resource.maxMeshViewCountNV = 4;
  2658. // TODO compile-time glslang version check
  2659. // resource.maxDualSourceDrawBuffersEXT = 1;
  2660. resource.limits.nonInductiveForLoops = 1;
  2661. resource.limits.whileLoops = 1;
  2662. resource.limits.doWhileLoops = 1;
  2663. resource.limits.generalUniformIndexing = 1;
  2664. resource.limits.generalAttributeMatrixVectorIndexing = 1;
  2665. resource.limits.generalVaryingIndexing = 1;
  2666. resource.limits.generalSamplerIndexing = 1;
  2667. resource.limits.generalVariableIndexing = 1;
  2668. resource.limits.generalConstantMatrixVectorIndexing = 1;
  2669. return resource;
  2670. }
  2671. int compile_spirv_module(const char* comp_string, const Option& opt, std::vector<uint32_t>& spirv)
  2672. {
  2673. // -1 for omitting the tail '\0'
  2674. int length = strlen(comp_string) - 1;
  2675. return compile_spirv_module(comp_string, length, opt, spirv);
  2676. }
  2677. int compile_spirv_module(const char* comp_data, int comp_data_size, const Option& opt, std::vector<uint32_t>& spirv)
  2678. {
  2679. std::vector<std::pair<const char*, const char*> > custom_defines;
  2680. if (opt.use_fp16_storage)
  2681. {
  2682. custom_defines.push_back(std::make_pair("sfp", "float16_t"));
  2683. custom_defines.push_back(std::make_pair("sfpvec2", "f16vec2"));
  2684. custom_defines.push_back(std::make_pair("sfpvec4", "f16vec4"));
  2685. if (opt.use_fp16_arithmetic)
  2686. {
  2687. custom_defines.push_back(std::make_pair("sfpvec8", "f16mat2x4"));
  2688. custom_defines.push_back(std::make_pair("sfpmat4", "f16mat4"));
  2689. }
  2690. }
  2691. else if (opt.use_fp16_packed)
  2692. {
  2693. custom_defines.push_back(std::make_pair("sfp", "float"));
  2694. custom_defines.push_back(std::make_pair("sfpvec2", "uint"));
  2695. custom_defines.push_back(std::make_pair("sfpvec4", "uvec2"));
  2696. custom_defines.push_back(std::make_pair("sfpvec8", "uvec4"));
  2697. }
  2698. else
  2699. {
  2700. custom_defines.push_back(std::make_pair("sfp", "float"));
  2701. custom_defines.push_back(std::make_pair("sfpvec2", "vec2"));
  2702. custom_defines.push_back(std::make_pair("sfpvec4", "vec4"));
  2703. custom_defines.push_back(std::make_pair("sfpvec8", "mat2x4"));
  2704. custom_defines.push_back(std::make_pair("sfpmat4", "mat4"));
  2705. }
  2706. if (opt.use_fp16_arithmetic)
  2707. {
  2708. custom_defines.push_back(std::make_pair("afp", "float16_t"));
  2709. custom_defines.push_back(std::make_pair("afpvec2", "f16vec2"));
  2710. custom_defines.push_back(std::make_pair("afpvec4", "f16vec4"));
  2711. custom_defines.push_back(std::make_pair("afpvec8", "f16mat2x4"));
  2712. custom_defines.push_back(std::make_pair("afpmat4", "f16mat4"));
  2713. }
  2714. else
  2715. {
  2716. custom_defines.push_back(std::make_pair("afp", "float"));
  2717. custom_defines.push_back(std::make_pair("afpvec2", "vec2"));
  2718. custom_defines.push_back(std::make_pair("afpvec4", "vec4"));
  2719. custom_defines.push_back(std::make_pair("afpvec8", "mat2x4"));
  2720. custom_defines.push_back(std::make_pair("afpmat4", "mat4"));
  2721. }
  2722. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  2723. {
  2724. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  2725. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  2726. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2727. 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]);}"));
  2728. 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]);}"));
  2729. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "buf[i]"));
  2730. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=v;}"));
  2731. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2732. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "buf[i]"));
  2733. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=v;}"));
  2734. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2735. 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;}"));
  2736. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=f16mat2x4(sbuf[si2.r],sbuf[si2.g]);}"));
  2737. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "buf[i]"));
  2738. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=v;}"));
  2739. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2740. 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;}"));
  2741. 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];}"));
  2742. custom_defines.push_back(std::make_pair("sfp2afpmat4(v)", "v"));
  2743. custom_defines.push_back(std::make_pair("afp2sfpmat4(v)", "v"));
  2744. }
  2745. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  2746. {
  2747. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "float16_t(buf[i])"));
  2748. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=float(v);}"));
  2749. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2750. custom_defines.push_back(std::make_pair("buffer_cp1to4(buf,i,sbuf,si4)", "{buf[i]=uvec2(packHalf2x16(vec2(f16vec2(sbuf[si4.r],sbuf[si4.g]))),packHalf2x16(vec2(f16vec2(sbuf[si4.b],sbuf[si4.a]))));}"));
  2751. custom_defines.push_back(std::make_pair("buffer_cp1to8(buf,i,sbuf,si4,sii4)", "{buf[i]=uvec4(packHalf2x16(vec2(f16vec2(sbuf[si4.r],sbuf[si4.g]))),packHalf2x16(vec2(f16vec2(sbuf[si4.b],sbuf[si4.a]))),packHalf2x16(vec2(f16vec2(sbuf[sii4.r],sbuf[sii4.g]))),packHalf2x16(vec2(f16vec2(sbuf[sii4.b],sbuf[sii4.a]))));}"));
  2752. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "f16vec2(unpackHalf2x16(buf[i]))"));
  2753. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=packHalf2x16(vec2(v))}"));
  2754. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2755. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "f16vec4(vec4(unpackHalf2x16(buf[i].x),unpackHalf2x16(buf[i].y)))"));
  2756. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=uvec2(packHalf2x16(vec2(v.rg)),packHalf2x16(vec2(v.ba)));}"));
  2757. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2758. 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;}"));
  2759. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=uvec4(sbuf[si2.r],sbuf[si2.g]);}"));
  2760. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "f16mat2x4(f16vec4(vec4(unpackHalf2x16(buf[i].r),unpackHalf2x16(buf[i].g))),f16vec4(vec4(unpackHalf2x16(buf[i].b),unpackHalf2x16(buf[i].a))))"));
  2761. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=uvec4(uvec2(packHalf2x16(vec2(v[0].rg)),packHalf2x16(vec2(v[0].ba))),uvec2(packHalf2x16(vec2(v[1].rg)),packHalf2x16(vec2(v[1].ba))));}"));
  2762. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2763. 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;}"));
  2764. 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;}"));
  2765. }
  2766. else if (opt.use_fp16_storage)
  2767. {
  2768. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "float(buf[i])"));
  2769. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=float16_t(v);}"));
  2770. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2771. 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];}"));
  2772. 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];}"));
  2773. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "vec2(buf[i])"));
  2774. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=f16vec2(v);}"));
  2775. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2776. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "vec4(buf[i])"));
  2777. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=f16vec4(v);}"));
  2778. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2779. 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;}"));
  2780. 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];}"));
  2781. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "mat2x4(vec4(buf[i].abcd),vec4(buf[i].efgh))"));
  2782. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i].abcd=f16vec4(v[0]);buf[i].efgh=f16vec4(v[1]);}"));
  2783. 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;}"));
  2784. 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;}"));
  2785. 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;}"));
  2786. }
  2787. else if (opt.use_fp16_packed)
  2788. {
  2789. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  2790. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  2791. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2792. 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])));}"));
  2793. 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])));}"));
  2794. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "unpackHalf2x16(buf[i])"));
  2795. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=packHalf2x16(v)}"));
  2796. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2797. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "vec4(unpackHalf2x16(buf[i].x),unpackHalf2x16(buf[i].y))"));
  2798. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=uvec2(packHalf2x16(v.rg),packHalf2x16(v.ba));}"));
  2799. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2800. 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;}"));
  2801. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=uvec4(sbuf[si2.r],sbuf[si2.g]);}"));
  2802. 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)))"));
  2803. 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)));}"));
  2804. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2805. 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;}"));
  2806. 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;}"));
  2807. }
  2808. else
  2809. {
  2810. custom_defines.push_back(std::make_pair("buffer_ld1(buf,i)", "buf[i]"));
  2811. custom_defines.push_back(std::make_pair("buffer_st1(buf,i,v)", "{buf[i]=v;}"));
  2812. custom_defines.push_back(std::make_pair("buffer_cp1(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2813. 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]);}"));
  2814. 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]);}"));
  2815. custom_defines.push_back(std::make_pair("buffer_ld2(buf,i)", "buf[i]"));
  2816. custom_defines.push_back(std::make_pair("buffer_st2(buf,i,v)", "{buf[i]=v;}"));
  2817. custom_defines.push_back(std::make_pair("buffer_cp2(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2818. custom_defines.push_back(std::make_pair("buffer_ld4(buf,i)", "buf[i]"));
  2819. custom_defines.push_back(std::make_pair("buffer_st4(buf,i,v)", "{buf[i]=v;}"));
  2820. custom_defines.push_back(std::make_pair("buffer_cp4(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2821. 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;}"));
  2822. custom_defines.push_back(std::make_pair("buffer_cp4to8(buf,i,sbuf,si2)", "{buf[i]=mat2x4(sbuf[si2.r],sbuf[si2.g]);}"));
  2823. custom_defines.push_back(std::make_pair("buffer_ld8(buf,i)", "buf[i]"));
  2824. custom_defines.push_back(std::make_pair("buffer_st8(buf,i,v)", "{buf[i]=v;}"));
  2825. custom_defines.push_back(std::make_pair("buffer_cp8(buf,i,sbuf,si)", "{buf[i]=sbuf[si];}"));
  2826. 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;}"));
  2827. 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];}"));
  2828. custom_defines.push_back(std::make_pair("sfp2afpmat4(v)", "v"));
  2829. custom_defines.push_back(std::make_pair("afp2sfpmat4(v)", "v"));
  2830. }
  2831. if (opt.use_image_storage)
  2832. {
  2833. if (opt.use_fp16_storage)
  2834. {
  2835. custom_defines.push_back(std::make_pair("imfmtc1", "r16f"));
  2836. custom_defines.push_back(std::make_pair("imfmtc4", "rgba16f"));
  2837. custom_defines.push_back(std::make_pair("unfp", "mediump"));
  2838. }
  2839. else if (opt.use_fp16_packed)
  2840. {
  2841. custom_defines.push_back(std::make_pair("imfmtc1", "r32f"));
  2842. custom_defines.push_back(std::make_pair("imfmtc4", "rgba16f"));
  2843. custom_defines.push_back(std::make_pair("unfp", "mediump"));
  2844. }
  2845. else
  2846. {
  2847. custom_defines.push_back(std::make_pair("imfmtc1", "r32f"));
  2848. custom_defines.push_back(std::make_pair("imfmtc4", "rgba32f"));
  2849. custom_defines.push_back(std::make_pair("unfp", "highp"));
  2850. }
  2851. if (opt.use_fp16_storage && opt.use_fp16_arithmetic)
  2852. {
  2853. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2854. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2855. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2856. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=float(v);imageStore(img,p,_v);}"));
  2857. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=float(v);imageStore(img,p,_v);}"));
  2858. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=float(v);imageStore(img,p,_v);}"));
  2859. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2860. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2861. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2862. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2863. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2864. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2865. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  2866. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  2867. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,vec4(v));}"));
  2868. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2869. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2870. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2871. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2872. 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))"));
  2873. 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))"));
  2874. 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]));}"));
  2875. 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]));}"));
  2876. 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]));}"));
  2877. 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));}"));
  2878. 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));}"));
  2879. 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));}"));
  2880. }
  2881. else if (opt.use_fp16_packed && opt.use_fp16_arithmetic)
  2882. {
  2883. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2884. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2885. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "float16_t(texelFetch(tex,p,0).r)"));
  2886. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2887. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2888. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2889. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2890. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2891. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2892. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2893. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2894. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "f16vec4(texelFetch(tex,p,0))"));
  2895. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2896. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2897. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2898. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2899. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2900. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2901. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "f16mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2902. 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))"));
  2903. 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))"));
  2904. 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]);}"));
  2905. 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]);}"));
  2906. 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]);}"));
  2907. 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));}"));
  2908. 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));}"));
  2909. 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));}"));
  2910. }
  2911. else if (opt.use_fp16_storage)
  2912. {
  2913. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2914. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2915. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2916. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2917. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2918. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2919. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2920. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2921. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2922. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2923. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2924. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2925. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2926. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2927. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2928. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2929. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2930. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2931. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2932. 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))"));
  2933. 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))"));
  2934. 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]);}"));
  2935. 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]);}"));
  2936. 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]);}"));
  2937. 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));}"));
  2938. 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));}"));
  2939. 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));}"));
  2940. }
  2941. else if (opt.use_fp16_packed)
  2942. {
  2943. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2944. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2945. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2946. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2947. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2948. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2949. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2950. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2951. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2952. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2953. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2954. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2955. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2956. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2957. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2958. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2959. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2960. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2961. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2962. 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))"));
  2963. 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))"));
  2964. 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]);}"));
  2965. 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]);}"));
  2966. 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]);}"));
  2967. 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));}"));
  2968. 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));}"));
  2969. 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));}"));
  2970. }
  2971. else
  2972. {
  2973. custom_defines.push_back(std::make_pair("image1d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2974. custom_defines.push_back(std::make_pair("image2d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2975. custom_defines.push_back(std::make_pair("image3d_ld1(tex,p)", "texelFetch(tex,p,0).r"));
  2976. custom_defines.push_back(std::make_pair("image1d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2977. custom_defines.push_back(std::make_pair("image2d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2978. custom_defines.push_back(std::make_pair("image3d_st1(img,p,v)", "{vec4 _v;_v.r=v;imageStore(img,p,_v);}"));
  2979. custom_defines.push_back(std::make_pair("image1d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2980. custom_defines.push_back(std::make_pair("image2d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2981. custom_defines.push_back(std::make_pair("image3d_cp1(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2982. custom_defines.push_back(std::make_pair("image1d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2983. custom_defines.push_back(std::make_pair("image2d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2984. custom_defines.push_back(std::make_pair("image3d_ld4(tex,p)", "texelFetch(tex,p,0)"));
  2985. custom_defines.push_back(std::make_pair("image1d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2986. custom_defines.push_back(std::make_pair("image2d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2987. custom_defines.push_back(std::make_pair("image3d_st4(img,p,v)", "{imageStore(img,p,v);}"));
  2988. custom_defines.push_back(std::make_pair("image1d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2989. custom_defines.push_back(std::make_pair("image2d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2990. custom_defines.push_back(std::make_pair("image3d_cp4(img,p,tex,sp)", "{imageStore(img,p,texelFetch(tex,sp,0));}"));
  2991. custom_defines.push_back(std::make_pair("image1d_ld8(tex,p)", "mat2x4(texelFetch(tex,(p)*2,0),texelFetch(tex,(p)*2+1,0))"));
  2992. 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))"));
  2993. 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))"));
  2994. 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]);}"));
  2995. 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]);}"));
  2996. 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]);}"));
  2997. 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));}"));
  2998. 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));}"));
  2999. 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));}"));
  3000. }
  3001. }
  3002. custom_defines.push_back(std::make_pair("psc(x)", "(x==0?p.x:x)"));
  3003. if (opt.use_fp16_storage)
  3004. {
  3005. custom_defines.push_back(std::make_pair("NCNN_fp16_storage", "1"));
  3006. }
  3007. else if (opt.use_fp16_packed)
  3008. {
  3009. custom_defines.push_back(std::make_pair("NCNN_fp16_packed", "1"));
  3010. }
  3011. if (opt.use_fp16_arithmetic)
  3012. {
  3013. custom_defines.push_back(std::make_pair("NCNN_fp16_arithmetic", "1"));
  3014. }
  3015. if (opt.use_int8_storage)
  3016. {
  3017. custom_defines.push_back(std::make_pair("NCNN_int8_storage", "1"));
  3018. }
  3019. else if (opt.use_int8_packed)
  3020. {
  3021. custom_defines.push_back(std::make_pair("NCNN_int8_packed", "1"));
  3022. }
  3023. if (opt.use_int8_arithmetic)
  3024. {
  3025. custom_defines.push_back(std::make_pair("NCNN_int8_arithmetic", "1"));
  3026. }
  3027. if (opt.use_image_storage)
  3028. {
  3029. custom_defines.push_back(std::make_pair("NCNN_image_shader", "1"));
  3030. }
  3031. if (opt.use_subgroup_basic)
  3032. {
  3033. custom_defines.push_back(std::make_pair("NCNN_subgroup_basic", "1"));
  3034. if (opt.use_subgroup_vote)
  3035. {
  3036. custom_defines.push_back(std::make_pair("NCNN_subgroup_vote", "1"));
  3037. }
  3038. if (opt.use_subgroup_ballot)
  3039. {
  3040. custom_defines.push_back(std::make_pair("NCNN_subgroup_ballot", "1"));
  3041. }
  3042. if (opt.use_subgroup_shuffle)
  3043. {
  3044. custom_defines.push_back(std::make_pair("NCNN_subgroup_shuffle", "1"));
  3045. }
  3046. }
  3047. std::string preamble;
  3048. std::vector<std::string> processes;
  3049. processes.resize(custom_defines.size());
  3050. for (size_t i = 0; i < custom_defines.size(); i++)
  3051. {
  3052. const char* key = custom_defines[i].first;
  3053. const char* def = custom_defines[i].second;
  3054. preamble += std::string("#define ") + key + " " + def + "\n";
  3055. processes[i] = std::string("define-macro ") + key + "=" + def;
  3056. }
  3057. bool compile_success = true;
  3058. {
  3059. glslang::TShader s(EShLangCompute);
  3060. s.setStringsWithLengths(&comp_data, &comp_data_size, 1);
  3061. s.setPreamble(preamble.c_str());
  3062. s.addProcesses(processes);
  3063. s.setEntryPoint("main");
  3064. s.setSourceEntryPoint("main");
  3065. s.setEnvInput(glslang::EShSourceGlsl, EShLangCompute, glslang::EShClientVulkan, 1);
  3066. if (opt.use_subgroup_basic)
  3067. {
  3068. // subgroup need vulkan-1.1 and spirv-1.3
  3069. s.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
  3070. s.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_3);
  3071. }
  3072. else
  3073. {
  3074. s.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_0);
  3075. s.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_0);
  3076. }
  3077. TBuiltInResource resources = get_default_TBuiltInResource();
  3078. bool pr = s.parse(&resources, 100, false, EShMsgDefault);
  3079. if (!pr)
  3080. {
  3081. NCNN_LOGE("compile spir-v module failed");
  3082. NCNN_LOGE("%s", s.getInfoLog());
  3083. NCNN_LOGE("%s", s.getInfoDebugLog());
  3084. compile_success = false;
  3085. }
  3086. else
  3087. {
  3088. glslang::TIntermediate* ir = s.getIntermediate();
  3089. glslang::GlslangToSpv(*ir, spirv);
  3090. }
  3091. }
  3092. return compile_success ? 0 : -1;
  3093. }
  3094. int compile_spirv_module(int shader_type_index, const Option& opt, std::vector<uint32_t>& spirv)
  3095. {
  3096. if (shader_type_index < 0 || shader_type_index >= layer_shader_registry_entry_count)
  3097. {
  3098. NCNN_LOGE("no such shader module %d", shader_type_index);
  3099. return -1;
  3100. }
  3101. const char* comp_data = layer_shader_registry[shader_type_index].comp_data;
  3102. int comp_data_size = layer_shader_registry[shader_type_index].comp_data_size;
  3103. return compile_spirv_module(comp_data, comp_data_size, opt, spirv);
  3104. }
  3105. int resolve_shader_info(const uint32_t* spv_data, size_t spv_data_size, ShaderInfo& shader_info)
  3106. {
  3107. shader_info.specialization_count = 0;
  3108. shader_info.binding_count = 0;
  3109. shader_info.push_constant_count = 0;
  3110. uint32_t parameter_id = -233;
  3111. int specialization_count = 0;
  3112. int binding_count = 0;
  3113. int push_constant_count = 0;
  3114. // id -> binding_type
  3115. std::vector<int> id_types;
  3116. // binding_id -> binding_type
  3117. std::vector<int> binding_types;
  3118. const uint32_t* p = spv_data;
  3119. int bound = p[3];
  3120. id_types.resize(bound);
  3121. // skip magic version generator bound schema
  3122. p += 5;
  3123. // foreach op
  3124. while ((const unsigned char*)p < (const unsigned char*)spv_data + spv_data_size)
  3125. {
  3126. uint32_t opcode = p[0];
  3127. uint16_t wordcount = opcode >> 16;
  3128. uint16_t op = opcode & 0xffff;
  3129. if (op == 5) // OpName
  3130. {
  3131. uint32_t id = p[1];
  3132. const char* name = (const char*)&p[2];
  3133. if (strcmp(name, "parameter") == 0)
  3134. {
  3135. parameter_id = id;
  3136. }
  3137. }
  3138. else if (op == 6) // OpMemberName
  3139. {
  3140. uint32_t id = p[1];
  3141. if (id == parameter_id)
  3142. {
  3143. push_constant_count++;
  3144. }
  3145. }
  3146. else if (op == 25) // OpTypeImage
  3147. {
  3148. uint32_t id = p[1];
  3149. id_types[id] = 2;
  3150. }
  3151. else if (op == 27) // OpTypeSampledImage
  3152. {
  3153. uint32_t id = p[1];
  3154. id_types[id] = 3;
  3155. }
  3156. else if (op == 32) // OpTypePointer
  3157. {
  3158. uint32_t id = p[1];
  3159. uint32_t storage_class = p[2];
  3160. uint32_t type = p[3];
  3161. if (storage_class == 0) // UniformConstant
  3162. {
  3163. id_types[id] = id_types[type];
  3164. }
  3165. if (storage_class == 2) // Uniform
  3166. {
  3167. id_types[id] = id_types[type];
  3168. }
  3169. if (storage_class == 12) // StorageBuffer
  3170. {
  3171. id_types[type] = 1;
  3172. id_types[id] = id_types[type];
  3173. }
  3174. }
  3175. else if (op == 59) // OpVariable
  3176. {
  3177. uint32_t id = p[1];
  3178. uint32_t var_id = p[2];
  3179. uint32_t storage_class = p[3];
  3180. if (storage_class == 0) // UniformConstant
  3181. {
  3182. id_types[var_id] = id_types[id];
  3183. }
  3184. if (storage_class == 2) // Uniform
  3185. {
  3186. id_types[var_id] = id_types[id];
  3187. }
  3188. if (storage_class == 12) // StorageBuffer
  3189. {
  3190. id_types[var_id] = id_types[id];
  3191. }
  3192. }
  3193. else if (op == 71) // OpDecorate
  3194. {
  3195. uint32_t id = p[1];
  3196. uint32_t decoration = p[2];
  3197. uint32_t binding_id = p[3];
  3198. if (decoration == 1) // SpecId
  3199. {
  3200. specialization_count++;
  3201. }
  3202. if (decoration == 3) // BufferBlock
  3203. {
  3204. id_types[id] = 1;
  3205. }
  3206. else if (decoration == 33) // Binding
  3207. {
  3208. binding_count = std::max(binding_count, (int)binding_id + 1);
  3209. binding_types.resize(binding_count);
  3210. binding_types[binding_id] = id;
  3211. }
  3212. }
  3213. p += wordcount;
  3214. }
  3215. if (binding_count > 16)
  3216. {
  3217. NCNN_LOGE("too many binding %d", binding_count);
  3218. return -1;
  3219. }
  3220. shader_info.specialization_count = specialization_count;
  3221. shader_info.binding_count = binding_count;
  3222. shader_info.push_constant_count = push_constant_count;
  3223. // resolve binding_types
  3224. for (int i = 0; i < binding_count; i++)
  3225. {
  3226. shader_info.binding_types[i] = id_types[binding_types[i]];
  3227. }
  3228. return 0;
  3229. }
  3230. } // namespace ncnn
  3231. #endif // NCNN_VULKAN