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net.cpp 98 kB

[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
7 years ago
7 years ago
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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * 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
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
Fix warnings on Visual Studio (#1431) * Fix warnings C4244, C4267 in src/layer/yolov3detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/yolodetectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4244: 'return': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/quantize.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warnings C4244, C4267 in src/layer/detectionoutput.cpp C4244: '=': conversion from 'int' to 'float', possible loss of data C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/roipooling.cpp C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/sigmoid.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/slice.cpp C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in src/layer/softmax.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/interp.cpp C4244: '=': conversion from 'float' to 'int', possible loss of data C4244: 'initializing': conversion from 'double' to 'int', possible loss of data * Fix warning C4244 in src/layer/instancenorm.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/deconvolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/layer/convolutiondepthwise.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4244 in src/net.cpp C4244: 'return': conversion from '__int64' to 'int', possible loss of data C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4267: 'return': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4244 in src/layer/bnll.cpp C4244: '=': conversion from 'double' to 'float', possible loss of data * Fix warning C4267 in src/layer/concat.cpp C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data * Fix warning C4267 in tools/mxnet/mxnet2ncnn.cpp C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C4267: '=': conversion from 'size_t' to 'int', possible loss of data C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data C4305: 'initializing': truncation from 'double' to 'float'
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
X86 Elempack 8 AVX implementations. (#1853) * added avx implementations of FC and Max pool * Specify AVX2 * Small fixes and using Fused avx activations * fix type casting * fixing some CI errors * Fix code format * fix pooling test * remove vector typedef * More compile fixes * remove vector typedef * set c++ version to 17 * Force c++ 17 * Fixing mathfun * Try and workaround typedef issues * typefix * Remove typedef * switch to static inline * attempting to fix msvc bug * Verified MSVX FIX * Fixing clang build * commit before switch * More avx and packing implementation * Fix ctest * starting the depthwise pack 8 implementation * Unrolled loop * add depthwise pack 8 implementations * Working 1x1 pack 8 implementation added * revert incorrect changes * added conact elempack 8 * more elempack enabled layers added and started on the conversion of the winograd pack4 conv 3x3 * Added code formatting * fix styling * Unroll loops * unrolling loops * Added more elempac layers for mobilenet v3 * revert commit * fix code style * remove arm neon references * remove pack4 references * More cleanup * added packing avx code * fixing linux build ctests * remove usage of aligned loads * More aligned mem ops removed * Cleanup, revert some files and remove not working winograd and shufflechannel implementation * add stackoverflow referal * Fix windows build * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * implement requested chaanges * remove reshape * revert arm file change * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * fix unterminated directive Co-authored-by: Restyled.io <commits@restyled.io>
6 years ago
X86 Elempack 8 AVX implementations. (#1853) * added avx implementations of FC and Max pool * Specify AVX2 * Small fixes and using Fused avx activations * fix type casting * fixing some CI errors * Fix code format * fix pooling test * remove vector typedef * More compile fixes * remove vector typedef * set c++ version to 17 * Force c++ 17 * Fixing mathfun * Try and workaround typedef issues * typefix * Remove typedef * switch to static inline * attempting to fix msvc bug * Verified MSVX FIX * Fixing clang build * commit before switch * More avx and packing implementation * Fix ctest * starting the depthwise pack 8 implementation * Unrolled loop * add depthwise pack 8 implementations * Working 1x1 pack 8 implementation added * revert incorrect changes * added conact elempack 8 * more elempack enabled layers added and started on the conversion of the winograd pack4 conv 3x3 * Added code formatting * fix styling * Unroll loops * unrolling loops * Added more elempac layers for mobilenet v3 * revert commit * fix code style * remove arm neon references * remove pack4 references * More cleanup * added packing avx code * fixing linux build ctests * remove usage of aligned loads * More aligned mem ops removed * Cleanup, revert some files and remove not working winograd and shufflechannel implementation * add stackoverflow referal * Fix windows build * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * implement requested chaanges * remove reshape * revert arm file change * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * fix unterminated directive Co-authored-by: Restyled.io <commits@restyled.io>
6 years ago
X86 Elempack 8 AVX implementations. (#1853) * added avx implementations of FC and Max pool * Specify AVX2 * Small fixes and using Fused avx activations * fix type casting * fixing some CI errors * Fix code format * fix pooling test * remove vector typedef * More compile fixes * remove vector typedef * set c++ version to 17 * Force c++ 17 * Fixing mathfun * Try and workaround typedef issues * typefix * Remove typedef * switch to static inline * attempting to fix msvc bug * Verified MSVX FIX * Fixing clang build * commit before switch * More avx and packing implementation * Fix ctest * starting the depthwise pack 8 implementation * Unrolled loop * add depthwise pack 8 implementations * Working 1x1 pack 8 implementation added * revert incorrect changes * added conact elempack 8 * more elempack enabled layers added and started on the conversion of the winograd pack4 conv 3x3 * Added code formatting * fix styling * Unroll loops * unrolling loops * Added more elempac layers for mobilenet v3 * revert commit * fix code style * remove arm neon references * remove pack4 references * More cleanup * added packing avx code * fixing linux build ctests * remove usage of aligned loads * More aligned mem ops removed * Cleanup, revert some files and remove not working winograd and shufflechannel implementation * add stackoverflow referal * Fix windows build * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * implement requested chaanges * remove reshape * revert arm file change * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * fix unterminated directive Co-authored-by: Restyled.io <commits@restyled.io>
6 years ago
X86 Elempack 8 AVX implementations. (#1853) * added avx implementations of FC and Max pool * Specify AVX2 * Small fixes and using Fused avx activations * fix type casting * fixing some CI errors * Fix code format * fix pooling test * remove vector typedef * More compile fixes * remove vector typedef * set c++ version to 17 * Force c++ 17 * Fixing mathfun * Try and workaround typedef issues * typefix * Remove typedef * switch to static inline * attempting to fix msvc bug * Verified MSVX FIX * Fixing clang build * commit before switch * More avx and packing implementation * Fix ctest * starting the depthwise pack 8 implementation * Unrolled loop * add depthwise pack 8 implementations * Working 1x1 pack 8 implementation added * revert incorrect changes * added conact elempack 8 * more elempack enabled layers added and started on the conversion of the winograd pack4 conv 3x3 * Added code formatting * fix styling * Unroll loops * unrolling loops * Added more elempac layers for mobilenet v3 * revert commit * fix code style * remove arm neon references * remove pack4 references * More cleanup * added packing avx code * fixing linux build ctests * remove usage of aligned loads * More aligned mem ops removed * Cleanup, revert some files and remove not working winograd and shufflechannel implementation * add stackoverflow referal * Fix windows build * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * implement requested chaanges * remove reshape * revert arm file change * Restyled by clang-format * Restyled by astyle * Restyled by clang-format * Restyled by astyle * fix unterminated directive Co-authored-by: Restyled.io <commits@restyled.io>
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * 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
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
[WIP] vulkan compute (#618) * vulkan infrastructure * vkallocator and vkmat * layer interface for vulkan compute * wip... * default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface * simplify command api, vkmat holds staging buffer, relu works * initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works * init extension functions * dynamic local size and group count * group count=1 is invalid * regard device max workgroup size limit * fix relu oooops * decouple command record and staging allocation * create result blob * add pooling shader * buffer is faster than image :) * fix pooling shader * add innerproduct shader * readonly writeonly decoration * simplify buffer creation * decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D * fix vulkan building issues in visual studio (#1) * fix building issues on visual studio * ignore benchmark * cancel changes * ... ... * decouple paramdict and vulkandevice * fix staging buffer destroy in model loading * remove vkdev member in option * add padding shader * simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output * add convolutiondepthwise and softmax shader * specialization float type, add leakyrelu * add dropout shader * add batchnorm shader * split vulkan forward * add scale shader * push constant type can be int or float * set_optimal_local_size_xyz * add eltwise shader * concat vulkan forward * fix convolution without bias * add dummy shader for concat and split, more fix ... * optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor * check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR * binaryop and unaryop shader * hide raw command buffer * simple vkbenchncnn benchmark * create device with transfer queue * rename command to vkcompute, add vktransfer and layer upload_model interface * external VkMat, copy and map wrt buffer offset * command copy respect offset and size * decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights * fix build on android * binding count can not vary :( * barrier check state, fix sub-op destruction * declare local_size_xyz constant, fix crash on radv * fix local_size_xyz, second try * more barrier and state fix * fix softmax * reconstruct buffer memory allocator, reuse blob buffer, less verbose output * find unified memory type index * weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment * use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation * find more useful vulkan extensions and enable them * fix msvc build * respect VK_KHR_dedicated_allocation for weight buffer allocation * fix android build * fix bias name conflicts with metal * decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording * drop dummy shader, inplace softmax, multiple shader module works * fix unique queue family index error * flatten support vulkan * mnasnet run * find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk * some minor changes * add some high level api * use dedicated transfer queue to upload weight model * prefer mappable buffer on unified memory * global pooling and convolution fc, reuse staging buffer * implement ring-buffer style blob allocator, add VkBufferMemory capacity * use blob allocator for workspace blob, it works fine :) * vulkan option off * Update layer.cpp * fix build with vulkan off * less verbose output, fix crash on vulkan_compute off * merge benchncnn tool * allocator clear api, use new weight buffer allocator per net * add default locked allocator * mapped mat ptr api, persistent mapped memory works generally :) * travis ci linux vulkan * travis ci vulkan wip ... * more gpu wip ... * more gpu wip ... * wip... * wip... * wip... ... * wip... ios vulkan build... * find glslangValidator on ios build * use dynamic moltenvk library * travis ci wip ... * ios simulator does not support metal at all * fix cpu only extractor * optimize workgroup size, first try * optimize workgroup size, second try * conv1x1s1d1 vec4 * revert build system * fix ncnn2mem build * fix ncnn2mem build
7 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * wip ... * wip * cast fix * packing test * wip * image fp16p is fp16p * wip * silence * more line info * code clean * softmax image shader
6 years ago
adreno image shader + fp16 + fp16a (#1714) * wip * wip * fix * image and imageview can not be destroyed until command execution ends * fast copy path for tightly packed data * wip * texture load works * 1d 3d image * record clone image, multiple commands share one image reference * upload download image * layer forward accept vkimagemat * vkimagemat graph works * staging vkimagemat for passing dynamic parameters, macro for fp32+image shader, padding image shader * vkimagemat elemsize * convolution test pass * conv1x1s1 image shader * fast staging image allocator from host memory, pooling image shader * convolutiondepthwise image shader * innerproduct image shader * packing image shader * crop deconvolution image shader * resolve spirv binding types * image fp16 and fp16a, cast image shader * eltwise image shader * wip * absval image shader * deconvolutiondepthwise image shader * concat image shader, squeezenet works * noop split image shader * uniform precision hint * layer support_image_storage * wip * vulkan device utility operator * command is storage and packing option aware * fallback to cpu on image allocation failed, mobilenetssd works * flatten image shader, enable more test * ci test * check imgfp32 imgfp16 imgfp16a features * fix ci test * fix ci test * upgrade swiftshader * wip * opt aggressive * imgfp16p * opt none * convolution winograd image shader * fix flush range, fast copy path for continous buffer * minor fix * fix innerproduct * 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) 2017 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 "net.h"
  15. #include "convolution.h"
  16. #include "convolutiondepthwise.h"
  17. #include "cpu.h"
  18. #include "datareader.h"
  19. #include "layer_type.h"
  20. #include "modelbin.h"
  21. #include "paramdict.h"
  22. #include "relu.h"
  23. #include <stdarg.h>
  24. #include <stdint.h>
  25. #include <string.h>
  26. #if NCNN_BENCHMARK
  27. #include "benchmark.h"
  28. #endif // NCNN_BENCHMARK
  29. #if NCNN_VULKAN
  30. #include "command.h"
  31. #include "pipelinecache.h"
  32. #endif // NCNN_VULKAN
  33. namespace ncnn {
  34. Net::Net()
  35. {
  36. #if NCNN_VULKAN
  37. vkdev = 0;
  38. weight_vkallocator = 0;
  39. weight_staging_vkallocator = 0;
  40. pipeline_cache = 0;
  41. #endif // NCNN_VULKAN
  42. }
  43. Net::~Net()
  44. {
  45. clear();
  46. #if NCNN_VULKAN
  47. #endif // NCNN_VULKAN
  48. }
  49. #if NCNN_STRING
  50. int Net::register_custom_layer(const char* type, layer_creator_func creator)
  51. {
  52. int typeindex = layer_to_index(type);
  53. if (typeindex != -1)
  54. {
  55. NCNN_LOGE("can not register build-in layer type %s", type);
  56. return -1;
  57. }
  58. int custom_index = custom_layer_to_index(type);
  59. if (custom_index == -1)
  60. {
  61. struct layer_registry_entry entry = {type, creator};
  62. custom_layer_registry.push_back(entry);
  63. }
  64. else
  65. {
  66. NCNN_LOGE("overwrite existing custom layer type %s", type);
  67. custom_layer_registry[custom_index].name = type;
  68. custom_layer_registry[custom_index].creator = creator;
  69. }
  70. return 0;
  71. }
  72. #endif // NCNN_STRING
  73. int Net::register_custom_layer(int index, layer_creator_func creator)
  74. {
  75. int custom_index = index & ~LayerType::CustomBit;
  76. if (index == custom_index)
  77. {
  78. NCNN_LOGE("can not register build-in layer index %d", custom_index);
  79. return -1;
  80. }
  81. if ((int)custom_layer_registry.size() <= custom_index)
  82. {
  83. #if NCNN_STRING
  84. struct layer_registry_entry dummy = {"", 0};
  85. #else
  86. struct layer_registry_entry dummy = {0};
  87. #endif // NCNN_STRING
  88. custom_layer_registry.resize(custom_index + 1, dummy);
  89. }
  90. if (custom_layer_registry[custom_index].creator)
  91. {
  92. NCNN_LOGE("overwrite existing custom layer index %d", custom_index);
  93. }
  94. custom_layer_registry[custom_index].creator = creator;
  95. return 0;
  96. }
  97. #if NCNN_STRING
  98. int Net::load_param(const DataReader& dr)
  99. {
  100. #define SCAN_VALUE(fmt, v) \
  101. if (dr.scan(fmt, &v) != 1) \
  102. { \
  103. NCNN_LOGE("parse " #v " failed"); \
  104. return -1; \
  105. }
  106. int magic = 0;
  107. SCAN_VALUE("%d", magic)
  108. if (magic != 7767517)
  109. {
  110. NCNN_LOGE("param is too old, please regenerate");
  111. return -1;
  112. }
  113. // parse
  114. int layer_count = 0;
  115. int blob_count = 0;
  116. SCAN_VALUE("%d", layer_count)
  117. SCAN_VALUE("%d", blob_count)
  118. if (layer_count <= 0 || blob_count <= 0)
  119. {
  120. NCNN_LOGE("invalid layer_count or blob_count");
  121. return -1;
  122. }
  123. layers.resize((size_t)layer_count);
  124. blobs.resize((size_t)blob_count);
  125. #if NCNN_VULKAN
  126. // TODO enable gpu when bf16 conversion implemented
  127. if (opt.use_bf16_storage)
  128. opt.use_vulkan_compute = false;
  129. if (opt.use_vulkan_compute)
  130. {
  131. if (!vkdev) vkdev = get_gpu_device();
  132. if (!vkdev) opt.use_vulkan_compute = false; // no vulkan device, fallback to cpu
  133. }
  134. if (opt.use_vulkan_compute)
  135. {
  136. // sanitize use options
  137. if (!vkdev->info.support_fp16_packed) opt.use_fp16_packed = false;
  138. if (!vkdev->info.support_fp16_storage) opt.use_fp16_storage = false;
  139. if (!vkdev->info.support_fp16_arithmetic) opt.use_fp16_arithmetic = false;
  140. if (!vkdev->info.support_int8_storage) opt.use_int8_storage = false;
  141. if (!vkdev->info.support_int8_arithmetic) opt.use_int8_arithmetic = false;
  142. // TODO give user a choice
  143. if (vkdev->info.bug_storage_buffer_no_l1) opt.use_image_storage = true;
  144. if (vkdev->info.bug_layout_binding_id_alias) opt.use_image_storage = false;
  145. // fp16a makes no sense when fp16 storage disabled
  146. if (!opt.use_fp16_packed && !opt.use_fp16_storage) opt.use_fp16_arithmetic = false;
  147. }
  148. else
  149. {
  150. // fp16a makes no sense when fp16 storage disabled
  151. if (!opt.use_fp16_storage) opt.use_fp16_arithmetic = false;
  152. }
  153. #endif // NCNN_VULKAN
  154. ParamDict pd;
  155. int blob_index = 0;
  156. for (int i = 0; i < layer_count; i++)
  157. {
  158. char layer_type[256];
  159. char layer_name[256];
  160. int bottom_count = 0;
  161. int top_count = 0;
  162. SCAN_VALUE("%255s", layer_type)
  163. SCAN_VALUE("%255s", layer_name)
  164. SCAN_VALUE("%d", bottom_count)
  165. SCAN_VALUE("%d", top_count)
  166. Layer* layer = create_layer(layer_type);
  167. if (!layer)
  168. {
  169. layer = create_custom_layer(layer_type);
  170. }
  171. if (!layer)
  172. {
  173. NCNN_LOGE("layer %s not exists or registered", layer_type);
  174. clear();
  175. return -1;
  176. }
  177. if (layer->use_int8_inference)
  178. {
  179. // no int8 gpu or packing layout support yet
  180. opt.use_vulkan_compute = false;
  181. opt.use_packing_layout = false;
  182. opt.use_fp16_storage = false;
  183. opt.use_bf16_storage = false;
  184. }
  185. #if NCNN_VULKAN
  186. if (opt.use_vulkan_compute)
  187. layer->vkdev = vkdev;
  188. #endif // NCNN_VULKAN
  189. layer->type = std::string(layer_type);
  190. layer->name = std::string(layer_name);
  191. // NCNN_LOGE("new layer %d %s", i, layer_name);
  192. layer->bottoms.resize(bottom_count);
  193. for (int j = 0; j < bottom_count; j++)
  194. {
  195. char bottom_name[256];
  196. SCAN_VALUE("%255s", bottom_name)
  197. int bottom_blob_index = find_blob_index_by_name(bottom_name);
  198. if (bottom_blob_index == -1)
  199. {
  200. Blob& blob = blobs[blob_index];
  201. bottom_blob_index = blob_index;
  202. blob.name = std::string(bottom_name);
  203. // NCNN_LOGE("new blob %s", bottom_name);
  204. blob_index++;
  205. }
  206. Blob& blob = blobs[bottom_blob_index];
  207. blob.consumers.push_back(i);
  208. layer->bottoms[j] = bottom_blob_index;
  209. }
  210. layer->tops.resize(top_count);
  211. for (int j = 0; j < top_count; j++)
  212. {
  213. Blob& blob = blobs[blob_index];
  214. char blob_name[256];
  215. SCAN_VALUE("%255s", blob_name)
  216. blob.name = std::string(blob_name);
  217. // NCNN_LOGE("new blob %s", blob_name);
  218. blob.producer = i;
  219. layer->tops[j] = blob_index;
  220. blob_index++;
  221. }
  222. // layer specific params
  223. int pdlr = pd.load_param(dr);
  224. if (pdlr != 0)
  225. {
  226. NCNN_LOGE("ParamDict load_param failed");
  227. continue;
  228. }
  229. // pull out top shape hints
  230. Mat shape_hints = pd.get(30, Mat());
  231. if (!shape_hints.empty())
  232. {
  233. const int* psh = shape_hints;
  234. for (int j = 0; j < top_count; j++)
  235. {
  236. Blob& blob = blobs[layer->tops[j]];
  237. int dims = psh[0];
  238. if (dims == 1)
  239. {
  240. blob.shape = Mat(psh[1], (void*)0, 4u, 1);
  241. }
  242. if (dims == 2)
  243. {
  244. blob.shape = Mat(psh[1], psh[2], (void*)0, 4u, 1);
  245. }
  246. if (dims == 3)
  247. {
  248. blob.shape = Mat(psh[1], psh[2], psh[3], (void*)0, 4u, 1);
  249. }
  250. psh += 4;
  251. }
  252. }
  253. // set bottom and top shape hints
  254. layer->bottom_shapes.resize(bottom_count);
  255. for (int j = 0; j < bottom_count; j++)
  256. {
  257. layer->bottom_shapes[j] = blobs[layer->bottoms[j]].shape;
  258. }
  259. layer->top_shapes.resize(top_count);
  260. for (int j = 0; j < top_count; j++)
  261. {
  262. layer->top_shapes[j] = blobs[layer->tops[j]].shape;
  263. }
  264. int lr = layer->load_param(pd);
  265. if (lr != 0)
  266. {
  267. NCNN_LOGE("layer load_param failed");
  268. continue;
  269. }
  270. layers[i] = layer;
  271. }
  272. #undef SCAN_VALUE
  273. return 0;
  274. }
  275. #endif // NCNN_STRING
  276. int Net::load_param_bin(const DataReader& dr)
  277. {
  278. #define READ_VALUE(buf) \
  279. if (dr.read(&buf, sizeof(buf)) != sizeof(buf)) \
  280. { \
  281. NCNN_LOGE("read " #buf " failed"); \
  282. return -1; \
  283. }
  284. int magic = 0;
  285. READ_VALUE(magic)
  286. if (magic != 7767517)
  287. {
  288. NCNN_LOGE("param is too old, please regenerate");
  289. return -1;
  290. }
  291. int layer_count = 0;
  292. int blob_count = 0;
  293. READ_VALUE(layer_count)
  294. READ_VALUE(blob_count)
  295. if (layer_count <= 0 || blob_count <= 0)
  296. {
  297. NCNN_LOGE("invalid layer_count or blob_count");
  298. return -1;
  299. }
  300. layers.resize(layer_count);
  301. blobs.resize(blob_count);
  302. #if NCNN_VULKAN
  303. // TODO enable gpu when bf16 conversion implemented
  304. if (opt.use_bf16_storage)
  305. opt.use_vulkan_compute = false;
  306. if (opt.use_vulkan_compute)
  307. {
  308. if (!vkdev) vkdev = get_gpu_device();
  309. if (!vkdev) opt.use_vulkan_compute = false; // no vulkan device, fallback to cpu
  310. }
  311. if (opt.use_vulkan_compute)
  312. {
  313. // sanitize use options
  314. if (!vkdev->info.support_fp16_packed) opt.use_fp16_packed = false;
  315. if (!vkdev->info.support_fp16_storage) opt.use_fp16_storage = false;
  316. if (!vkdev->info.support_fp16_arithmetic) opt.use_fp16_arithmetic = false;
  317. if (!vkdev->info.support_int8_storage) opt.use_int8_storage = false;
  318. if (!vkdev->info.support_int8_arithmetic) opt.use_int8_arithmetic = false;
  319. // TODO give user a choice
  320. if (vkdev->info.bug_storage_buffer_no_l1) opt.use_image_storage = true;
  321. if (vkdev->info.bug_layout_binding_id_alias) opt.use_image_storage = false;
  322. // fp16a makes no sense when fp16 storage disabled
  323. if (!opt.use_fp16_packed && !opt.use_fp16_storage) opt.use_fp16_arithmetic = false;
  324. }
  325. else
  326. {
  327. // fp16a makes no sense when fp16 storage disabled
  328. if (!opt.use_fp16_storage) opt.use_fp16_arithmetic = false;
  329. }
  330. #endif // NCNN_VULKAN
  331. ParamDict pd;
  332. for (int i = 0; i < layer_count; i++)
  333. {
  334. int typeindex;
  335. int bottom_count;
  336. int top_count;
  337. READ_VALUE(typeindex)
  338. READ_VALUE(bottom_count)
  339. READ_VALUE(top_count)
  340. Layer* layer = create_layer(typeindex);
  341. if (!layer)
  342. {
  343. int custom_index = typeindex & ~LayerType::CustomBit;
  344. layer = create_custom_layer(custom_index);
  345. }
  346. if (!layer)
  347. {
  348. NCNN_LOGE("layer %d not exists or registered", typeindex);
  349. clear();
  350. return -1;
  351. }
  352. if (layer->use_int8_inference)
  353. {
  354. // no int8 gpu or packing layout support yet
  355. opt.use_vulkan_compute = false;
  356. opt.use_packing_layout = false;
  357. opt.use_fp16_storage = false;
  358. opt.use_bf16_storage = false;
  359. }
  360. #if NCNN_VULKAN
  361. if (opt.use_vulkan_compute)
  362. layer->vkdev = vkdev;
  363. #endif // NCNN_VULKAN
  364. // layer->type = std::string(layer_type);
  365. // layer->name = std::string(layer_name);
  366. // NCNN_LOGE("new layer %d", typeindex);
  367. layer->bottoms.resize(bottom_count);
  368. for (int j = 0; j < bottom_count; j++)
  369. {
  370. int bottom_blob_index;
  371. READ_VALUE(bottom_blob_index)
  372. Blob& blob = blobs[bottom_blob_index];
  373. blob.consumers.push_back(i);
  374. layer->bottoms[j] = bottom_blob_index;
  375. }
  376. layer->tops.resize(top_count);
  377. for (int j = 0; j < top_count; j++)
  378. {
  379. int top_blob_index;
  380. READ_VALUE(top_blob_index)
  381. Blob& blob = blobs[top_blob_index];
  382. // blob.name = std::string(blob_name);
  383. // NCNN_LOGE("new blob %s", blob_name);
  384. blob.producer = i;
  385. layer->tops[j] = top_blob_index;
  386. }
  387. // layer specific params
  388. int pdlr = pd.load_param_bin(dr);
  389. if (pdlr != 0)
  390. {
  391. NCNN_LOGE("ParamDict load_param failed");
  392. continue;
  393. }
  394. // pull out top blob shape hints
  395. Mat shape_hints = pd.get(30, Mat());
  396. if (!shape_hints.empty())
  397. {
  398. const int* psh = shape_hints;
  399. for (int j = 0; j < top_count; j++)
  400. {
  401. Blob& blob = blobs[layer->tops[j]];
  402. int dims = psh[0];
  403. if (dims == 1)
  404. {
  405. blob.shape = Mat(psh[1], (void*)0, 4u, 1);
  406. }
  407. if (dims == 2)
  408. {
  409. blob.shape = Mat(psh[1], psh[2], (void*)0, 4u, 1);
  410. }
  411. if (dims == 3)
  412. {
  413. blob.shape = Mat(psh[1], psh[2], psh[3], (void*)0, 4u, 1);
  414. }
  415. psh += 4;
  416. }
  417. }
  418. // set bottom and top shape hints
  419. layer->bottom_shapes.resize(bottom_count);
  420. for (int j = 0; j < bottom_count; j++)
  421. {
  422. layer->bottom_shapes[j] = blobs[layer->bottoms[j]].shape;
  423. }
  424. layer->top_shapes.resize(top_count);
  425. for (int j = 0; j < top_count; j++)
  426. {
  427. layer->top_shapes[j] = blobs[layer->tops[j]].shape;
  428. }
  429. int lr = layer->load_param(pd);
  430. if (lr != 0)
  431. {
  432. NCNN_LOGE("layer load_param failed");
  433. continue;
  434. }
  435. layers[i] = layer;
  436. }
  437. #undef READ_VALUE
  438. return 0;
  439. }
  440. int Net::load_model(const DataReader& dr)
  441. {
  442. if (layers.empty())
  443. {
  444. NCNN_LOGE("network graph not ready");
  445. return -1;
  446. }
  447. // load file
  448. int ret = 0;
  449. ModelBinFromDataReader mb(dr);
  450. for (size_t i = 0; i < layers.size(); i++)
  451. {
  452. Layer* layer = layers[i];
  453. //Here we found inconsistent content in the parameter file.
  454. if (!layer)
  455. {
  456. NCNN_LOGE("load_model error at layer %d, parameter file has inconsistent content.", (int)i);
  457. ret = -1;
  458. break;
  459. }
  460. int lret = layer->load_model(mb);
  461. if (lret != 0)
  462. {
  463. NCNN_LOGE("layer load_model %d failed", (int)i);
  464. ret = -1;
  465. break;
  466. }
  467. if (layer->use_int8_inference)
  468. {
  469. // no int8 gpu or packing layout support yet
  470. opt.use_vulkan_compute = false;
  471. opt.use_packing_layout = false;
  472. opt.use_fp16_storage = false;
  473. opt.use_bf16_storage = false;
  474. }
  475. }
  476. fuse_network();
  477. #if NCNN_VULKAN
  478. if (opt.use_vulkan_compute)
  479. {
  480. if (!opt.pipeline_cache)
  481. {
  482. if (!pipeline_cache)
  483. pipeline_cache = new PipelineCache(vkdev);
  484. opt.pipeline_cache = pipeline_cache;
  485. }
  486. if (vkdev->info.bug_layout_binding_id_alias) opt.use_image_storage = false;
  487. }
  488. #endif // NCNN_VULKAN
  489. for (size_t i = 0; i < layers.size(); i++)
  490. {
  491. Layer* layer = layers[i];
  492. //Here we found inconsistent content in the parameter file.
  493. if (!layer)
  494. {
  495. NCNN_LOGE("load_model error at layer %d, parameter file has inconsistent content.", (int)i);
  496. ret = -1;
  497. break;
  498. }
  499. Option opt1 = opt;
  500. #if NCNN_VULKAN
  501. if (opt.use_vulkan_compute)
  502. {
  503. if (!layer->support_image_storage) opt1.use_image_storage = false;
  504. }
  505. #endif // NCNN_VULKAN
  506. int cret = layer->create_pipeline(opt1);
  507. if (cret != 0)
  508. {
  509. NCNN_LOGE("layer create_pipeline %d failed", (int)i);
  510. ret = -1;
  511. break;
  512. }
  513. }
  514. #if NCNN_VULKAN
  515. if (opt.use_vulkan_compute)
  516. {
  517. create_pipeline();
  518. upload_model();
  519. }
  520. #endif // NCNN_VULKAN
  521. return ret;
  522. }
  523. #if NCNN_STDIO
  524. #if NCNN_STRING
  525. int Net::load_param(FILE* fp)
  526. {
  527. DataReaderFromStdio dr(fp);
  528. return load_param(dr);
  529. }
  530. int Net::load_param_mem(const char* _mem)
  531. {
  532. const unsigned char* mem = (const unsigned char*)_mem;
  533. DataReaderFromMemory dr(mem);
  534. return load_param(dr);
  535. }
  536. int Net::load_param(const char* protopath)
  537. {
  538. FILE* fp = fopen(protopath, "rb");
  539. if (!fp)
  540. {
  541. NCNN_LOGE("fopen %s failed", protopath);
  542. return -1;
  543. }
  544. int ret = load_param(fp);
  545. fclose(fp);
  546. return ret;
  547. }
  548. #endif // NCNN_STRING
  549. int Net::load_param_bin(FILE* fp)
  550. {
  551. DataReaderFromStdio dr(fp);
  552. return load_param_bin(dr);
  553. }
  554. int Net::load_param_bin(const char* protopath)
  555. {
  556. FILE* fp = fopen(protopath, "rb");
  557. if (!fp)
  558. {
  559. NCNN_LOGE("fopen %s failed", protopath);
  560. return -1;
  561. }
  562. int ret = load_param_bin(fp);
  563. fclose(fp);
  564. return ret;
  565. }
  566. int Net::load_model(FILE* fp)
  567. {
  568. DataReaderFromStdio dr(fp);
  569. return load_model(dr);
  570. }
  571. int Net::load_model(const char* modelpath)
  572. {
  573. FILE* fp = fopen(modelpath, "rb");
  574. if (!fp)
  575. {
  576. NCNN_LOGE("fopen %s failed", modelpath);
  577. return -1;
  578. }
  579. int ret = load_model(fp);
  580. fclose(fp);
  581. return ret;
  582. }
  583. #endif // NCNN_STDIO
  584. int Net::load_param(const unsigned char* _mem)
  585. {
  586. const unsigned char* mem = _mem;
  587. DataReaderFromMemory dr(mem);
  588. load_param_bin(dr);
  589. return static_cast<int>(mem - _mem);
  590. }
  591. int Net::load_model(const unsigned char* _mem)
  592. {
  593. const unsigned char* mem = _mem;
  594. DataReaderFromMemory dr(mem);
  595. load_model(dr);
  596. return static_cast<int>(mem - _mem);
  597. }
  598. #if __ANDROID_API__ >= 9
  599. #if NCNN_STRING
  600. int Net::load_param(AAsset* asset)
  601. {
  602. DataReaderFromAndroidAsset dr(asset);
  603. return load_param(dr);
  604. }
  605. int Net::load_param(AAssetManager* mgr, const char* assetpath)
  606. {
  607. AAsset* asset = AAssetManager_open(mgr, assetpath, AASSET_MODE_BUFFER);
  608. if (!asset)
  609. {
  610. NCNN_LOGE("AAssetManager_open %s failed", assetpath);
  611. return -1;
  612. }
  613. int ret = load_param(asset);
  614. AAsset_close(asset);
  615. return ret;
  616. }
  617. #endif // NCNN_STRING
  618. int Net::load_param_bin(AAsset* asset)
  619. {
  620. DataReaderFromAndroidAsset dr(asset);
  621. return load_param_bin(dr);
  622. }
  623. int Net::load_param_bin(AAssetManager* mgr, const char* assetpath)
  624. {
  625. AAsset* asset = AAssetManager_open(mgr, assetpath, AASSET_MODE_BUFFER);
  626. if (!asset)
  627. {
  628. NCNN_LOGE("AAssetManager_open %s failed", assetpath);
  629. return -1;
  630. }
  631. int ret = load_param_bin(asset);
  632. AAsset_close(asset);
  633. return ret;
  634. }
  635. int Net::load_model(AAsset* asset)
  636. {
  637. DataReaderFromAndroidAsset dr(asset);
  638. return load_model(dr);
  639. }
  640. int Net::load_model(AAssetManager* mgr, const char* assetpath)
  641. {
  642. AAsset* asset = AAssetManager_open(mgr, assetpath, AASSET_MODE_STREAMING);
  643. if (!asset)
  644. {
  645. NCNN_LOGE("AAssetManager_open %s failed", assetpath);
  646. return -1;
  647. }
  648. int ret = load_model(asset);
  649. AAsset_close(asset);
  650. return ret;
  651. }
  652. #endif // __ANDROID_API__ >= 9
  653. int Net::fuse_network()
  654. {
  655. // set the int8 op fusion:requantize
  656. #if NCNN_STRING && NCNN_REQUANT
  657. // NCNN_LOGE("Test op fusion to int8 implement:");
  658. // parse the network whether is a quantization model
  659. bool net_quantized = false;
  660. for (size_t i = 0; i < layers.size(); i++)
  661. {
  662. Layer* layer = layers[i];
  663. if (layer->type == "Convolution" || layer->type == "ConvolutionDepthWise")
  664. {
  665. if (layer->type == "Convolution" && (((Convolution*)layer)->weight_data.elemsize != 1u))
  666. continue;
  667. if (layer->type == "ConvolutionDepthWise" && (((ConvolutionDepthWise*)layer)->weight_data.elemsize != 1u))
  668. continue;
  669. net_quantized = true;
  670. }
  671. }
  672. if (net_quantized == false)
  673. return 0;
  674. for (size_t i = 0; i < layers.size(); i++)
  675. {
  676. Layer* layer = layers[i];
  677. if (layer->type == "Convolution" || layer->type == "ConvolutionDepthWise")
  678. {
  679. if (layer->type == "Convolution" && (((Convolution*)layer)->weight_data.elemsize != 1u))
  680. continue;
  681. if (layer->type == "ConvolutionDepthWise" && (((ConvolutionDepthWise*)layer)->weight_data.elemsize != 1u))
  682. continue;
  683. for (size_t n = 0; n < blobs[layer->tops[0]].consumers.size(); n++)
  684. {
  685. int layer_next_index = blobs[layer->tops[0]].consumers[n];
  686. Layer* layer_next = layers[layer_next_index];
  687. if (layer_next->type == "Convolution" || layer_next->type == "ConvolutionDepthWise")
  688. {
  689. if (layer_next->type == "Convolution" && ((Convolution*)layer_next)->weight_data.elemsize != 1u)
  690. continue;
  691. if (layer_next->type == "ConvolutionDepthWise" && ((ConvolutionDepthWise*)layer_next)->weight_data.elemsize != 1u)
  692. continue;
  693. // NCNN_LOGE("%s, %s", layer->name.c_str(), layer_next->name.c_str());
  694. if (layer->type == "Convolution" && layer_next->type == "Convolution")
  695. {
  696. ((Convolution*)layer)->use_int8_requantize = true;
  697. ((Convolution*)layer)->top_blob_int8_scale = ((Convolution*)layer_next)->bottom_blob_int8_scale;
  698. }
  699. else if (layer->type == "ConvolutionDepthWise" && layer_next->type == "Convolution")
  700. {
  701. ((ConvolutionDepthWise*)layer)->use_int8_requantize = true;
  702. ((ConvolutionDepthWise*)layer)->top_blob_int8_scale = ((Convolution*)layer_next)->bottom_blob_int8_scale;
  703. }
  704. else if (layer->type == "Convolution" && layer_next->type == "ConvolutionDepthWise")
  705. {
  706. ((Convolution*)layer)->use_int8_requantize = true;
  707. ((Convolution*)layer)->top_blob_int8_scale = ((ConvolutionDepthWise*)layer_next)->bottom_blob_int8_scales[0];
  708. }
  709. else
  710. {
  711. ((ConvolutionDepthWise*)layer)->use_int8_requantize = true;
  712. ((ConvolutionDepthWise*)layer)->top_blob_int8_scale = ((ConvolutionDepthWise*)layer_next)->bottom_blob_int8_scales[0];
  713. }
  714. }
  715. else if (layer_next->type == "ReLU")
  716. {
  717. int layer_next_2_index = blobs[layer_next->tops[0]].consumers[0];
  718. Layer* layer_next_2 = layers[layer_next_2_index];
  719. if (layer_next_2->type == "Convolution" || layer_next_2->type == "ConvolutionDepthWise")
  720. {
  721. if (layer_next_2->type == "Convolution" && ((Convolution*)layer_next_2)->weight_data.elemsize != 1u)
  722. continue;
  723. if (layer_next_2->type == "ConvolutionDepthWise" && ((ConvolutionDepthWise*)layer_next_2)->weight_data.elemsize != 1u)
  724. continue;
  725. // NCNN_LOGE("%s, %s, %s", layer->name.c_str(), layer_next->name.c_str(), layer_next_2->name.c_str());
  726. if (layer->type == "Convolution" && layer_next_2->type == "Convolution")
  727. {
  728. ((Convolution*)layer)->use_int8_requantize = true;
  729. ((Convolution*)layer)->top_blob_int8_scale = ((Convolution*)layer_next_2)->bottom_blob_int8_scale;
  730. }
  731. else if (layer->type == "ConvolutionDepthWise" && layer_next_2->type == "Convolution")
  732. {
  733. ((ConvolutionDepthWise*)layer)->use_int8_requantize = true;
  734. ((ConvolutionDepthWise*)layer)->top_blob_int8_scale = ((Convolution*)layer_next_2)->bottom_blob_int8_scale;
  735. }
  736. else if (layer->type == "Convolution" && layer_next_2->type == "ConvolutionDepthWise")
  737. {
  738. ((Convolution*)layer)->use_int8_requantize = true;
  739. ((Convolution*)layer)->top_blob_int8_scale = ((ConvolutionDepthWise*)layer_next_2)->bottom_blob_int8_scales[0];
  740. }
  741. else
  742. {
  743. ((ConvolutionDepthWise*)layer)->use_int8_requantize = true;
  744. ((ConvolutionDepthWise*)layer)->top_blob_int8_scale = ((ConvolutionDepthWise*)layer_next_2)->bottom_blob_int8_scales[0];
  745. }
  746. }
  747. else if (layer_next_2->type == "Split")
  748. {
  749. bool all_conv = true;
  750. for (size_t i = 0; i < layer_next_2->tops.size(); i++)
  751. {
  752. int layer_next_3_index = blobs[layer_next_2->tops[i]].consumers[0];
  753. if (layers[layer_next_3_index]->type != "Convolution" && layers[layer_next_3_index]->type != "ConvolutionDepthWise" && layers[layer_next_3_index]->type != "PriorBox")
  754. {
  755. // NCNN_LOGE("%s, %s, %s, %s", layer->name.c_str(), layer_next->name.c_str(), layer_next_2->name.c_str(), layers[layer_next_3_index]->name.c_str());
  756. all_conv = false;
  757. }
  758. }
  759. if (all_conv == true && layer_next_2->tops.size() >= size_t(2))
  760. {
  761. // NCNN_LOGE("%s, %s, %s, ", layer->name.c_str(), layer_next->name.c_str(), layer_next_2->name.c_str());
  762. for (size_t i = 0; i < layer_next_2->tops.size(); i++)
  763. {
  764. int layer_next_3_index = blobs[layer_next_2->tops[i]].consumers[0];
  765. Layer* layer_next_3 = layers[layer_next_3_index];
  766. // NCNN_LOGE("%s, ", layer_next_3->name.c_str());
  767. if (layer_next_3->type == "Convolution")
  768. {
  769. ((Convolution*)layer)->top_blob_int8_scale = ((Convolution*)layer_next_3)->bottom_blob_int8_scale;
  770. }
  771. }
  772. ((Convolution*)layer)->use_int8_requantize = true;
  773. // NCNN_LOGE("");
  774. }
  775. }
  776. else
  777. {
  778. // NCNN_LOGE("%s, %s", layer->name.c_str(), layer_next->name.c_str());
  779. }
  780. }
  781. else if (layer_next->type == "Pooling")
  782. {
  783. // ToDo
  784. }
  785. else
  786. {
  787. // NCNN_LOGE("%s", layer->name.c_str());
  788. }
  789. }
  790. }
  791. }
  792. #endif
  793. return 0;
  794. }
  795. void Net::clear()
  796. {
  797. #if NCNN_VULKAN
  798. destroy_pipeline();
  799. #endif // NCNN_VULKAN
  800. blobs.clear();
  801. for (size_t i = 0; i < layers.size(); i++)
  802. {
  803. Layer* layer = layers[i];
  804. Option opt1 = opt;
  805. if (!layer->support_image_storage)
  806. {
  807. opt1.use_image_storage = false;
  808. }
  809. int dret = layer->destroy_pipeline(opt1);
  810. if (dret != 0)
  811. {
  812. NCNN_LOGE("layer destroy_pipeline failed");
  813. // ignore anyway
  814. }
  815. delete layer;
  816. }
  817. layers.clear();
  818. #if NCNN_VULKAN
  819. if (weight_vkallocator)
  820. {
  821. delete weight_vkallocator;
  822. weight_vkallocator = 0;
  823. }
  824. if (weight_staging_vkallocator)
  825. {
  826. delete weight_staging_vkallocator;
  827. weight_staging_vkallocator = 0;
  828. }
  829. if (pipeline_cache)
  830. {
  831. delete pipeline_cache;
  832. pipeline_cache = 0;
  833. opt.pipeline_cache = 0;
  834. }
  835. #endif // NCNN_VULKAN
  836. }
  837. Extractor Net::create_extractor() const
  838. {
  839. return Extractor(this, blobs.size());
  840. }
  841. #if NCNN_VULKAN
  842. void Net::set_vulkan_device(int device_index)
  843. {
  844. vkdev = get_gpu_device(device_index);
  845. }
  846. void Net::set_vulkan_device(const VulkanDevice* _vkdev)
  847. {
  848. vkdev = _vkdev;
  849. }
  850. const VulkanDevice* Net::vulkan_device() const
  851. {
  852. return vkdev;
  853. }
  854. int Net::upload_model()
  855. {
  856. ncnn::VkTransfer cmd(vkdev);
  857. // create gpu device allocator if null
  858. if (!weight_vkallocator)
  859. {
  860. weight_vkallocator = new VkWeightAllocator(vkdev);
  861. }
  862. if (!weight_staging_vkallocator)
  863. {
  864. weight_staging_vkallocator = new VkWeightStagingAllocator(vkdev);
  865. }
  866. Option opt_upload = opt;
  867. opt_upload.blob_vkallocator = weight_vkallocator;
  868. opt_upload.workspace_vkallocator = weight_vkallocator;
  869. opt_upload.staging_vkallocator = weight_staging_vkallocator;
  870. for (size_t i = 0; i < layers.size(); i++)
  871. {
  872. if (layers[i]->support_vulkan)
  873. {
  874. int uret = layers[i]->upload_model(cmd, opt_upload);
  875. if (uret != 0)
  876. {
  877. NCNN_LOGE("layer upload_model %d failed", (int)i);
  878. return -1;
  879. }
  880. }
  881. }
  882. cmd.submit_and_wait();
  883. return 0;
  884. }
  885. int Net::create_pipeline()
  886. {
  887. return 0;
  888. }
  889. int Net::destroy_pipeline()
  890. {
  891. return 0;
  892. }
  893. #endif // NCNN_VULKAN
  894. #if NCNN_STRING
  895. int Net::find_blob_index_by_name(const char* name) const
  896. {
  897. for (size_t i = 0; i < blobs.size(); i++)
  898. {
  899. const Blob& blob = blobs[i];
  900. if (blob.name == name)
  901. {
  902. return static_cast<int>(i);
  903. }
  904. }
  905. NCNN_LOGE("find_blob_index_by_name %s failed", name);
  906. return -1;
  907. }
  908. int Net::find_layer_index_by_name(const char* name) const
  909. {
  910. for (size_t i = 0; i < layers.size(); i++)
  911. {
  912. const Layer* layer = layers[i];
  913. if (layer->name == name)
  914. {
  915. return static_cast<int>(i);
  916. }
  917. }
  918. NCNN_LOGE("find_layer_index_by_name %s failed", name);
  919. return -1;
  920. }
  921. int Net::custom_layer_to_index(const char* type)
  922. {
  923. const size_t custom_layer_registry_entry_count = custom_layer_registry.size();
  924. for (size_t i = 0; i < custom_layer_registry_entry_count; i++)
  925. {
  926. if (strcmp(type, custom_layer_registry[i].name) == 0)
  927. return static_cast<int>(i);
  928. }
  929. return -1;
  930. }
  931. Layer* Net::create_custom_layer(const char* type)
  932. {
  933. int index = custom_layer_to_index(type);
  934. if (index == -1)
  935. return 0;
  936. return create_custom_layer(index);
  937. }
  938. #endif // NCNN_STRING
  939. Layer* Net::create_custom_layer(int index)
  940. {
  941. const size_t custom_layer_registry_entry_count = custom_layer_registry.size();
  942. if (index < 0 || static_cast<unsigned int>(index) >= custom_layer_registry_entry_count)
  943. return 0;
  944. layer_creator_func layer_creator = custom_layer_registry[index].creator;
  945. if (!layer_creator)
  946. return 0;
  947. return layer_creator();
  948. }
  949. int Net::forward_layer(int layer_index, std::vector<Mat>& blob_mats, const Option& opt) const
  950. {
  951. const Layer* layer = layers[layer_index];
  952. // NCNN_LOGE("forward_layer %d %s", layer_index, layer->name.c_str());
  953. if (layer->one_blob_only)
  954. {
  955. // load bottom blob
  956. int bottom_blob_index = layer->bottoms[0];
  957. int top_blob_index = layer->tops[0];
  958. if (blob_mats[bottom_blob_index].dims == 0)
  959. {
  960. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, opt);
  961. if (ret != 0)
  962. return ret;
  963. }
  964. Mat bottom_blob = blob_mats[bottom_blob_index];
  965. if (opt.lightmode)
  966. {
  967. // delete after taken in light mode
  968. blob_mats[bottom_blob_index].release();
  969. // deep copy for inplace forward if data is shared
  970. if (layer->support_inplace && *bottom_blob.refcount != 1)
  971. {
  972. bottom_blob = bottom_blob.clone();
  973. }
  974. }
  975. // clang-format off
  976. // *INDENT-OFF*
  977. #if NCNN_ARM82
  978. if (opt.use_fp16_storage && cpu_support_arm_asimdhp())
  979. {
  980. if (bottom_blob.elemsize / bottom_blob.elempack == 4u && layer->support_fp16_storage)
  981. {
  982. Mat bottom_blob_fp16;
  983. cast_float32_to_float16(bottom_blob, bottom_blob_fp16, opt);
  984. bottom_blob = bottom_blob_fp16;
  985. }
  986. if (bottom_blob.elemsize / bottom_blob.elempack == 2u && !layer->support_fp16_storage)
  987. {
  988. Mat bottom_blob_fp32;
  989. cast_float16_to_float32(bottom_blob, bottom_blob_fp32, opt);
  990. bottom_blob = bottom_blob_fp32;
  991. }
  992. }
  993. else
  994. #endif // NCNN_ARM82
  995. if (opt.use_bf16_storage)
  996. {
  997. if (bottom_blob.elemsize / bottom_blob.elempack == 4u && layer->support_bf16_storage)
  998. {
  999. Mat bottom_blob_bf16;
  1000. cast_float32_to_bfloat16(bottom_blob, bottom_blob_bf16, opt);
  1001. bottom_blob = bottom_blob_bf16;
  1002. }
  1003. if (bottom_blob.elemsize / bottom_blob.elempack == 2u && !layer->support_bf16_storage)
  1004. {
  1005. Mat bottom_blob_fp32;
  1006. cast_bfloat16_to_float32(bottom_blob, bottom_blob_fp32, opt);
  1007. bottom_blob = bottom_blob_fp32;
  1008. }
  1009. }
  1010. // *INDENT-ON*
  1011. // clang-format on
  1012. if (opt.use_packing_layout)
  1013. {
  1014. // resolve dst_elempack
  1015. int dims = bottom_blob.dims;
  1016. int elemcount = 0;
  1017. if (dims == 1) elemcount = bottom_blob.elempack * bottom_blob.w;
  1018. if (dims == 2) elemcount = bottom_blob.elempack * bottom_blob.h;
  1019. if (dims == 3) elemcount = bottom_blob.elempack * bottom_blob.c;
  1020. int dst_elempack = 1;
  1021. if (layer->support_packing)
  1022. {
  1023. #if NCNN_AVX2
  1024. if (elemcount % 8 == 0)
  1025. dst_elempack = 8;
  1026. #elif NCNN_ARM82
  1027. if (elemcount % 8 == 0 && opt.use_fp16_storage && opt.use_fp16_arithmetic && layer->support_fp16_storage)
  1028. dst_elempack = 8;
  1029. else if (elemcount % 4 == 0)
  1030. dst_elempack = 4;
  1031. #else
  1032. if (elemcount % 4 == 0)
  1033. dst_elempack = 4;
  1034. #endif
  1035. }
  1036. Mat bottom_blob_packed;
  1037. convert_packing(bottom_blob, bottom_blob_packed, dst_elempack, opt);
  1038. bottom_blob = bottom_blob_packed;
  1039. }
  1040. // forward
  1041. if (opt.lightmode && layer->support_inplace)
  1042. {
  1043. Mat& bottom_top_blob = bottom_blob;
  1044. #if NCNN_BENCHMARK
  1045. double start = get_current_time();
  1046. int ret = layer->forward_inplace(bottom_top_blob, opt);
  1047. double end = get_current_time();
  1048. benchmark(layer, bottom_top_blob, bottom_top_blob, start, end);
  1049. #else
  1050. int ret = layer->forward_inplace(bottom_top_blob, opt);
  1051. #endif // NCNN_BENCHMARK
  1052. if (ret != 0)
  1053. return ret;
  1054. // store top blob
  1055. blob_mats[top_blob_index] = bottom_top_blob;
  1056. }
  1057. else
  1058. {
  1059. Mat top_blob;
  1060. #if NCNN_BENCHMARK
  1061. double start = get_current_time();
  1062. int ret = layer->forward(bottom_blob, top_blob, opt);
  1063. double end = get_current_time();
  1064. benchmark(layer, bottom_blob, top_blob, start, end);
  1065. #else
  1066. int ret = layer->forward(bottom_blob, top_blob, opt);
  1067. #endif // NCNN_BENCHMARK
  1068. if (ret != 0)
  1069. return ret;
  1070. // store top blob
  1071. blob_mats[top_blob_index] = top_blob;
  1072. }
  1073. }
  1074. else
  1075. {
  1076. // load bottom blobs
  1077. std::vector<Mat> bottom_blobs(layer->bottoms.size());
  1078. for (size_t i = 0; i < layer->bottoms.size(); i++)
  1079. {
  1080. int bottom_blob_index = layer->bottoms[i];
  1081. if (blob_mats[bottom_blob_index].dims == 0)
  1082. {
  1083. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, opt);
  1084. if (ret != 0)
  1085. return ret;
  1086. }
  1087. bottom_blobs[i] = blob_mats[bottom_blob_index];
  1088. if (opt.lightmode)
  1089. {
  1090. // delete after taken in light mode
  1091. blob_mats[bottom_blob_index].release();
  1092. // deep copy for inplace forward if data is shared
  1093. if (layer->support_inplace && *bottom_blobs[i].refcount != 1)
  1094. {
  1095. bottom_blobs[i] = bottom_blobs[i].clone();
  1096. }
  1097. }
  1098. // clang-format off
  1099. // *INDENT-OFF*
  1100. #if NCNN_ARM82
  1101. if (opt.use_fp16_storage && cpu_support_arm_asimdhp())
  1102. {
  1103. if (bottom_blobs[i].elemsize / bottom_blobs[i].elempack == 4u && layer->support_fp16_storage)
  1104. {
  1105. Mat bottom_blob_fp16;
  1106. cast_float32_to_float16(bottom_blobs[i], bottom_blob_fp16, opt);
  1107. bottom_blobs[i] = bottom_blob_fp16;
  1108. }
  1109. if (bottom_blobs[i].elemsize / bottom_blobs[i].elempack == 2u && !layer->support_fp16_storage)
  1110. {
  1111. Mat bottom_blob_fp32;
  1112. cast_float16_to_float32(bottom_blobs[i], bottom_blob_fp32, opt);
  1113. bottom_blobs[i] = bottom_blob_fp32;
  1114. }
  1115. }
  1116. else
  1117. #endif // NCNN_ARM82
  1118. if (opt.use_bf16_storage)
  1119. {
  1120. if (bottom_blobs[i].elemsize / bottom_blobs[i].elempack == 4u && layer->support_bf16_storage)
  1121. {
  1122. Mat bottom_blob_bf16;
  1123. cast_float32_to_bfloat16(bottom_blobs[i], bottom_blob_bf16, opt);
  1124. bottom_blobs[i] = bottom_blob_bf16;
  1125. }
  1126. if (bottom_blobs[i].elemsize / bottom_blobs[i].elempack == 2u && !layer->support_bf16_storage)
  1127. {
  1128. Mat bottom_blob_fp32;
  1129. cast_bfloat16_to_float32(bottom_blobs[i], bottom_blob_fp32, opt);
  1130. bottom_blobs[i] = bottom_blob_fp32;
  1131. }
  1132. }
  1133. // *INDENT-ON*
  1134. // clang-format on
  1135. if (opt.use_packing_layout)
  1136. {
  1137. // resolve dst_elempack
  1138. int dims = bottom_blobs[i].dims;
  1139. int elemcount = 0;
  1140. if (dims == 1) elemcount = bottom_blobs[i].elempack * bottom_blobs[i].w;
  1141. if (dims == 2) elemcount = bottom_blobs[i].elempack * bottom_blobs[i].h;
  1142. if (dims == 3) elemcount = bottom_blobs[i].elempack * bottom_blobs[i].c;
  1143. int dst_elempack = 1;
  1144. if (layer->support_packing)
  1145. {
  1146. #if NCNN_AVX2
  1147. if (elemcount % 8 == 0)
  1148. dst_elempack = 8;
  1149. #elif NCNN_ARM82
  1150. if (elemcount % 8 == 0 && opt.use_fp16_storage && opt.use_fp16_arithmetic && layer->support_fp16_storage)
  1151. dst_elempack = 8;
  1152. else if (elemcount % 4 == 0)
  1153. dst_elempack = 4;
  1154. #else
  1155. if (elemcount % 4 == 0)
  1156. dst_elempack = 4;
  1157. #endif
  1158. }
  1159. Mat bottom_blob_packed;
  1160. convert_packing(bottom_blobs[i], bottom_blob_packed, dst_elempack, opt);
  1161. bottom_blobs[i] = bottom_blob_packed;
  1162. }
  1163. }
  1164. // forward
  1165. if (opt.lightmode && layer->support_inplace)
  1166. {
  1167. std::vector<Mat>& bottom_top_blobs = bottom_blobs;
  1168. #if NCNN_BENCHMARK
  1169. double start = get_current_time();
  1170. int ret = layer->forward_inplace(bottom_top_blobs, opt);
  1171. double end = get_current_time();
  1172. benchmark(layer, start, end);
  1173. #else
  1174. int ret = layer->forward_inplace(bottom_top_blobs, opt);
  1175. #endif // NCNN_BENCHMARK
  1176. if (ret != 0)
  1177. return ret;
  1178. // store top blobs
  1179. for (size_t i = 0; i < layer->tops.size(); i++)
  1180. {
  1181. int top_blob_index = layer->tops[i];
  1182. blob_mats[top_blob_index] = bottom_top_blobs[i];
  1183. }
  1184. }
  1185. else
  1186. {
  1187. std::vector<Mat> top_blobs(layer->tops.size());
  1188. #if NCNN_BENCHMARK
  1189. double start = get_current_time();
  1190. int ret = layer->forward(bottom_blobs, top_blobs, opt);
  1191. double end = get_current_time();
  1192. benchmark(layer, start, end);
  1193. #else
  1194. int ret = layer->forward(bottom_blobs, top_blobs, opt);
  1195. #endif // NCNN_BENCHMARK
  1196. if (ret != 0)
  1197. return ret;
  1198. // store top blobs
  1199. for (size_t i = 0; i < layer->tops.size(); i++)
  1200. {
  1201. int top_blob_index = layer->tops[i];
  1202. blob_mats[top_blob_index] = top_blobs[i];
  1203. }
  1204. }
  1205. }
  1206. // NCNN_LOGE("forward_layer %d %s done", layer_index, layer->name.c_str());
  1207. // const Mat& blob = blob_mats[layer->tops[0]];
  1208. // NCNN_LOGE("[%-2d %-16s %-16s] %d blobs count = %-3d size = %-3d x %-3d", layer_index, layer->type.c_str(), layer->name.c_str(), layer->tops[0], blob.c, blob.h, blob.w);
  1209. return 0;
  1210. }
  1211. #if NCNN_VULKAN
  1212. int Net::forward_layer(int layer_index, std::vector<Mat>& blob_mats, std::vector<VkMat>& blob_mats_gpu, VkCompute& cmd, const Option& opt) const
  1213. {
  1214. const Layer* layer = layers[layer_index];
  1215. // NCNN_LOGE("forward_layer %d %d %s", layer->support_vulkan, layer_index, layer->name.c_str());
  1216. if (layer->support_vulkan)
  1217. {
  1218. if (layer->one_blob_only)
  1219. {
  1220. // load bottom blob
  1221. int bottom_blob_index = layer->bottoms[0];
  1222. int top_blob_index = layer->tops[0];
  1223. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1224. {
  1225. if (blob_mats[bottom_blob_index].dims == 0)
  1226. {
  1227. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, cmd, opt);
  1228. if (ret != 0)
  1229. return ret;
  1230. }
  1231. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1232. {
  1233. // host to buffer
  1234. cmd.record_upload(blob_mats[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1235. }
  1236. }
  1237. VkMat bottom_blob = blob_mats_gpu[bottom_blob_index];
  1238. if (opt.lightmode)
  1239. {
  1240. // delete after taken in light mode
  1241. blob_mats_gpu[bottom_blob_index].release();
  1242. // deep copy for inplace forward if data is shared
  1243. if (layer->support_inplace && *bottom_blob.refcount != 1)
  1244. {
  1245. VkMat bottom_blob_copy;
  1246. cmd.record_clone(bottom_blob, bottom_blob_copy, opt);
  1247. // NCNN_LOGE("clone %p[+%lu] %p[+%lu]", bottom_blob.buffer(), bottom_blob.buffer_offset(), bottom_blob_copy.buffer(), bottom_blob_copy.buffer_offset());
  1248. bottom_blob = bottom_blob_copy;
  1249. }
  1250. }
  1251. // forward
  1252. if (opt.lightmode && layer->support_inplace)
  1253. {
  1254. VkMat& bottom_top_blob = bottom_blob;
  1255. #if NCNN_BENCHMARK
  1256. cmd.record_write_timestamp(layer_index * 2);
  1257. int ret = layer->forward_inplace(bottom_top_blob, cmd, opt);
  1258. cmd.record_write_timestamp(layer_index * 2 + 1);
  1259. #else
  1260. int ret = layer->forward_inplace(bottom_top_blob, cmd, opt);
  1261. #endif // NCNN_BENCHMARK
  1262. if (ret != 0)
  1263. return ret;
  1264. // store top blob
  1265. blob_mats_gpu[top_blob_index] = bottom_top_blob;
  1266. }
  1267. else
  1268. {
  1269. VkMat top_blob;
  1270. #if NCNN_BENCHMARK
  1271. cmd.record_write_timestamp(layer_index * 2);
  1272. int ret = layer->forward(bottom_blob, top_blob, cmd, opt);
  1273. cmd.record_write_timestamp(layer_index * 2 + 1);
  1274. #else
  1275. int ret = layer->forward(bottom_blob, top_blob, cmd, opt);
  1276. #endif // NCNN_BENCHMARK
  1277. if (ret != 0)
  1278. return ret;
  1279. // store top blob
  1280. blob_mats_gpu[top_blob_index] = top_blob;
  1281. }
  1282. }
  1283. else
  1284. {
  1285. // load bottom blobs
  1286. std::vector<VkMat> bottom_blobs(layer->bottoms.size());
  1287. for (size_t i = 0; i < layer->bottoms.size(); i++)
  1288. {
  1289. int bottom_blob_index = layer->bottoms[i];
  1290. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1291. {
  1292. if (blob_mats[bottom_blob_index].dims == 0)
  1293. {
  1294. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, cmd, opt);
  1295. if (ret != 0)
  1296. return ret;
  1297. }
  1298. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1299. {
  1300. // host to buffer
  1301. cmd.record_upload(blob_mats[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1302. }
  1303. }
  1304. bottom_blobs[i] = blob_mats_gpu[bottom_blob_index];
  1305. if (opt.lightmode)
  1306. {
  1307. // delete after taken in light mode
  1308. blob_mats_gpu[bottom_blob_index].release();
  1309. // deep copy for inplace forward if data is shared
  1310. if (layer->support_inplace && *bottom_blobs[i].refcount != 1)
  1311. {
  1312. VkMat bottom_blob_copy;
  1313. cmd.record_clone(bottom_blobs[i], bottom_blob_copy, opt);
  1314. // NCNN_LOGE("clone %p[+%lu] %p[+%lu]", bottom_blobs[i].buffer(), bottom_blobs[i].buffer_offset(), bottom_blob_copy.buffer(), bottom_blob_copy.buffer_offset());
  1315. bottom_blobs[i] = bottom_blob_copy;
  1316. }
  1317. }
  1318. }
  1319. // forward
  1320. if (opt.lightmode && layer->support_inplace)
  1321. {
  1322. std::vector<VkMat>& bottom_top_blobs = bottom_blobs;
  1323. #if NCNN_BENCHMARK
  1324. cmd.record_write_timestamp(layer_index * 2);
  1325. int ret = layer->forward_inplace(bottom_top_blobs, cmd, opt);
  1326. cmd.record_write_timestamp(layer_index * 2 + 1);
  1327. #else
  1328. int ret = layer->forward_inplace(bottom_top_blobs, cmd, opt);
  1329. #endif // NCNN_BENCHMARK
  1330. if (ret != 0)
  1331. return ret;
  1332. // store top blobs
  1333. for (size_t i = 0; i < layer->tops.size(); i++)
  1334. {
  1335. int top_blob_index = layer->tops[i];
  1336. blob_mats_gpu[top_blob_index] = bottom_top_blobs[i];
  1337. }
  1338. }
  1339. else
  1340. {
  1341. std::vector<VkMat> top_blobs(layer->tops.size());
  1342. #if NCNN_BENCHMARK
  1343. cmd.record_write_timestamp(layer_index * 2);
  1344. int ret = layer->forward(bottom_blobs, top_blobs, cmd, opt);
  1345. cmd.record_write_timestamp(layer_index * 2 + 1);
  1346. #else
  1347. int ret = layer->forward(bottom_blobs, top_blobs, cmd, opt);
  1348. #endif // NCNN_BENCHMARK
  1349. if (ret != 0)
  1350. return ret;
  1351. // store top blobs
  1352. for (size_t i = 0; i < layer->tops.size(); i++)
  1353. {
  1354. int top_blob_index = layer->tops[i];
  1355. blob_mats_gpu[top_blob_index] = top_blobs[i];
  1356. }
  1357. }
  1358. }
  1359. }
  1360. else
  1361. {
  1362. if (layer->one_blob_only)
  1363. {
  1364. // load bottom blob
  1365. int bottom_blob_index = layer->bottoms[0];
  1366. int top_blob_index = layer->tops[0];
  1367. if (blob_mats[bottom_blob_index].dims == 0)
  1368. {
  1369. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1370. {
  1371. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, cmd, opt);
  1372. if (ret != 0)
  1373. return ret;
  1374. }
  1375. if (blob_mats[bottom_blob_index].dims == 0)
  1376. {
  1377. Option opt_download = opt;
  1378. opt_download.use_packing_layout = layer->support_packing;
  1379. // buffer to host
  1380. cmd.record_download(blob_mats_gpu[bottom_blob_index], blob_mats[bottom_blob_index], opt_download);
  1381. if (opt.lightmode)
  1382. {
  1383. // delete after taken in light mode
  1384. blob_mats_gpu[bottom_blob_index].release();
  1385. }
  1386. cmd.submit_and_wait();
  1387. #if NCNN_BENCHMARK
  1388. std::vector<uint64_t> results(layer_index * 2);
  1389. cmd.get_query_pool_results(0, layer_index * 2, results);
  1390. for (int i = 0; i < layer_index; i++)
  1391. {
  1392. uint64_t start = results[i * 2];
  1393. uint64_t end = results[i * 2 + 1];
  1394. if (start == 0 || end == 0)
  1395. continue;
  1396. double duration_us = (end - start) * vkdev->info.timestamp_period / 1000;
  1397. NCNN_LOGE("%-24s %-30s %8.2lfus |", layers[i]->type.c_str(), layers[i]->name.c_str(), duration_us);
  1398. }
  1399. #endif // NCNN_BENCHMARK
  1400. cmd.reset();
  1401. }
  1402. }
  1403. Mat bottom_blob = blob_mats[bottom_blob_index];
  1404. if (opt.lightmode)
  1405. {
  1406. // delete after taken in light mode
  1407. blob_mats[bottom_blob_index].release();
  1408. // deep copy for inplace forward if data is shared
  1409. if (layer->support_inplace && *bottom_blob.refcount != 1)
  1410. {
  1411. bottom_blob = bottom_blob.clone();
  1412. }
  1413. }
  1414. // forward
  1415. if (opt.lightmode && layer->support_inplace)
  1416. {
  1417. Mat& bottom_top_blob = bottom_blob;
  1418. #if NCNN_BENCHMARK
  1419. double start = get_current_time();
  1420. int ret = layer->forward_inplace(bottom_top_blob, opt);
  1421. double end = get_current_time();
  1422. benchmark(layer, bottom_top_blob, bottom_top_blob, start, end);
  1423. #else
  1424. int ret = layer->forward_inplace(bottom_top_blob, opt);
  1425. #endif // NCNN_BENCHMARK
  1426. if (ret != 0)
  1427. return ret;
  1428. // store top blob
  1429. blob_mats[top_blob_index] = bottom_top_blob;
  1430. }
  1431. else
  1432. {
  1433. Mat top_blob;
  1434. #if NCNN_BENCHMARK
  1435. double start = get_current_time();
  1436. int ret = layer->forward(bottom_blob, top_blob, opt);
  1437. double end = get_current_time();
  1438. benchmark(layer, bottom_blob, top_blob, start, end);
  1439. #else
  1440. int ret = layer->forward(bottom_blob, top_blob, opt);
  1441. #endif // NCNN_BENCHMARK
  1442. if (ret != 0)
  1443. return ret;
  1444. // store top blob
  1445. blob_mats[top_blob_index] = top_blob;
  1446. }
  1447. }
  1448. else
  1449. {
  1450. // load bottom blobs
  1451. for (size_t i = 0; i < layer->bottoms.size(); i++)
  1452. {
  1453. int bottom_blob_index = layer->bottoms[i];
  1454. if (blob_mats[bottom_blob_index].dims == 0)
  1455. {
  1456. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1457. {
  1458. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, cmd, opt);
  1459. if (ret != 0)
  1460. return ret;
  1461. }
  1462. if (blob_mats[bottom_blob_index].dims == 0)
  1463. {
  1464. Option opt_download = opt;
  1465. opt_download.use_packing_layout = layer->support_packing;
  1466. // buffer to host
  1467. cmd.record_download(blob_mats_gpu[bottom_blob_index], blob_mats[bottom_blob_index], opt_download);
  1468. if (opt.lightmode)
  1469. {
  1470. // delete after taken in light mode
  1471. blob_mats_gpu[bottom_blob_index].release();
  1472. }
  1473. }
  1474. }
  1475. }
  1476. {
  1477. cmd.submit_and_wait();
  1478. #if NCNN_BENCHMARK
  1479. std::vector<uint64_t> results(layer_index * 2);
  1480. cmd.get_query_pool_results(0, layer_index * 2, results);
  1481. for (int i = 0; i < layer_index; i++)
  1482. {
  1483. uint64_t start = results[i * 2];
  1484. uint64_t end = results[i * 2 + 1];
  1485. if (start == 0 || end == 0)
  1486. continue;
  1487. double duration_us = (end - start) * vkdev->info.timestamp_period / 1000;
  1488. NCNN_LOGE("%-24s %-30s %8.2lfus |", layers[i]->type.c_str(), layers[i]->name.c_str(), duration_us);
  1489. }
  1490. #endif // NCNN_BENCHMARK
  1491. cmd.reset();
  1492. }
  1493. std::vector<Mat> bottom_blobs(layer->bottoms.size());
  1494. for (size_t i = 0; i < layer->bottoms.size(); i++)
  1495. {
  1496. int bottom_blob_index = layer->bottoms[i];
  1497. bottom_blobs[i] = blob_mats[bottom_blob_index];
  1498. if (opt.lightmode)
  1499. {
  1500. // delete after taken in light mode
  1501. blob_mats[bottom_blob_index].release();
  1502. // deep copy for inplace forward if data is shared
  1503. if (layer->support_inplace && *bottom_blobs[i].refcount != 1)
  1504. {
  1505. bottom_blobs[i] = bottom_blobs[i].clone();
  1506. }
  1507. }
  1508. }
  1509. // forward
  1510. if (opt.lightmode && layer->support_inplace)
  1511. {
  1512. std::vector<Mat>& bottom_top_blobs = bottom_blobs;
  1513. #if NCNN_BENCHMARK
  1514. double start = get_current_time();
  1515. int ret = layer->forward_inplace(bottom_top_blobs, opt);
  1516. double end = get_current_time();
  1517. benchmark(layer, start, end);
  1518. #else
  1519. int ret = layer->forward_inplace(bottom_top_blobs, opt);
  1520. #endif // NCNN_BENCHMARK
  1521. if (ret != 0)
  1522. return ret;
  1523. // store top blobs
  1524. for (size_t i = 0; i < layer->tops.size(); i++)
  1525. {
  1526. int top_blob_index = layer->tops[i];
  1527. blob_mats[top_blob_index] = bottom_top_blobs[i];
  1528. }
  1529. }
  1530. else
  1531. {
  1532. std::vector<Mat> top_blobs(layer->tops.size());
  1533. #if NCNN_BENCHMARK
  1534. double start = get_current_time();
  1535. int ret = layer->forward(bottom_blobs, top_blobs, opt);
  1536. double end = get_current_time();
  1537. benchmark(layer, start, end);
  1538. #else
  1539. int ret = layer->forward(bottom_blobs, top_blobs, opt);
  1540. #endif // NCNN_BENCHMARK
  1541. if (ret != 0)
  1542. return ret;
  1543. // store top blobs
  1544. for (size_t i = 0; i < layer->tops.size(); i++)
  1545. {
  1546. int top_blob_index = layer->tops[i];
  1547. blob_mats[top_blob_index] = top_blobs[i];
  1548. }
  1549. }
  1550. }
  1551. }
  1552. // NCNN_LOGE("forward_layer %d %d %s done", layer->support_vulkan, layer_index, layer->name.c_str());
  1553. return 0;
  1554. }
  1555. int Net::forward_layer(int layer_index, std::vector<Mat>& blob_mats, std::vector<VkMat>& blob_mats_gpu, std::vector<VkImageMat>& blob_mats_gpu_image, VkCompute& cmd, const Option& opt) const
  1556. {
  1557. const Layer* layer = layers[layer_index];
  1558. // NCNN_LOGE("forward_layer %d %d %s", layer->support_vulkan, layer_index, layer->name.c_str());
  1559. if (layer->support_vulkan)
  1560. {
  1561. if (layer->support_image_storage)
  1562. {
  1563. if (layer->one_blob_only)
  1564. {
  1565. // load bottom blob
  1566. int bottom_blob_index = layer->bottoms[0];
  1567. int top_blob_index = layer->tops[0];
  1568. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1569. {
  1570. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1571. {
  1572. if (blob_mats[bottom_blob_index].dims == 0)
  1573. {
  1574. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  1575. if (ret != 0)
  1576. return ret;
  1577. }
  1578. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1579. {
  1580. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1581. {
  1582. // host to image
  1583. cmd.record_upload(blob_mats[bottom_blob_index], blob_mats_gpu_image[bottom_blob_index], opt);
  1584. }
  1585. else
  1586. {
  1587. // buffer to image
  1588. cmd.record_buffer_to_image(blob_mats_gpu[bottom_blob_index], blob_mats_gpu_image[bottom_blob_index], opt);
  1589. if (opt.lightmode)
  1590. {
  1591. // delete after taken in light mode
  1592. blob_mats_gpu[bottom_blob_index].release();
  1593. }
  1594. }
  1595. }
  1596. }
  1597. else
  1598. {
  1599. // buffer to image
  1600. cmd.record_buffer_to_image(blob_mats_gpu[bottom_blob_index], blob_mats_gpu_image[bottom_blob_index], opt);
  1601. if (opt.lightmode)
  1602. {
  1603. // delete after taken in light mode
  1604. blob_mats_gpu[bottom_blob_index].release();
  1605. }
  1606. }
  1607. }
  1608. VkImageMat bottom_blob = blob_mats_gpu_image[bottom_blob_index];
  1609. if (bottom_blob.empty())
  1610. {
  1611. goto IMAGE_ALLOCATION_FAILED;
  1612. }
  1613. if (opt.lightmode)
  1614. {
  1615. // delete after taken in light mode
  1616. blob_mats_gpu_image[bottom_blob_index].release();
  1617. // deep copy for inplace forward if data is shared
  1618. if (layer->support_inplace && *bottom_blob.refcount != 1)
  1619. {
  1620. VkImageMat bottom_blob_copy;
  1621. cmd.record_clone(bottom_blob, bottom_blob_copy, opt);
  1622. // NCNN_LOGE("clone %p[+%lu] %p[+%lu]", bottom_blob.buffer(), bottom_blob.buffer_offset(), bottom_blob_copy.buffer(), bottom_blob_copy.buffer_offset());
  1623. bottom_blob = bottom_blob_copy;
  1624. }
  1625. }
  1626. // forward
  1627. if (opt.lightmode && layer->support_inplace)
  1628. {
  1629. VkImageMat& bottom_top_blob = bottom_blob;
  1630. #if NCNN_BENCHMARK
  1631. cmd.record_write_timestamp(layer_index * 2);
  1632. int ret = layer->forward_inplace(bottom_top_blob, cmd, opt);
  1633. cmd.record_write_timestamp(layer_index * 2 + 1);
  1634. #else
  1635. int ret = layer->forward_inplace(bottom_top_blob, cmd, opt);
  1636. #endif // NCNN_BENCHMARK
  1637. if (ret == -100)
  1638. {
  1639. goto IMAGE_ALLOCATION_FAILED;
  1640. }
  1641. if (ret != 0)
  1642. return ret;
  1643. // store top blob
  1644. blob_mats_gpu_image[top_blob_index] = bottom_top_blob;
  1645. }
  1646. else
  1647. {
  1648. VkImageMat top_blob;
  1649. #if NCNN_BENCHMARK
  1650. cmd.record_write_timestamp(layer_index * 2);
  1651. int ret = layer->forward(bottom_blob, top_blob, cmd, opt);
  1652. cmd.record_write_timestamp(layer_index * 2 + 1);
  1653. #else
  1654. int ret = layer->forward(bottom_blob, top_blob, cmd, opt);
  1655. #endif // NCNN_BENCHMARK
  1656. if (ret == -100)
  1657. {
  1658. goto IMAGE_ALLOCATION_FAILED;
  1659. }
  1660. if (ret != 0)
  1661. return ret;
  1662. // store top blob
  1663. blob_mats_gpu_image[top_blob_index] = top_blob;
  1664. }
  1665. }
  1666. else
  1667. {
  1668. // load bottom blobs
  1669. std::vector<VkImageMat> bottom_blobs(layer->bottoms.size());
  1670. for (size_t i = 0; i < layer->bottoms.size(); i++)
  1671. {
  1672. int bottom_blob_index = layer->bottoms[i];
  1673. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1674. {
  1675. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1676. {
  1677. if (blob_mats[bottom_blob_index].dims == 0)
  1678. {
  1679. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  1680. if (ret != 0)
  1681. return ret;
  1682. }
  1683. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1684. {
  1685. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1686. {
  1687. // host to image
  1688. cmd.record_upload(blob_mats[bottom_blob_index], blob_mats_gpu_image[bottom_blob_index], opt);
  1689. }
  1690. else
  1691. {
  1692. // buffer to image
  1693. cmd.record_buffer_to_image(blob_mats_gpu[bottom_blob_index], blob_mats_gpu_image[bottom_blob_index], opt);
  1694. if (opt.lightmode)
  1695. {
  1696. // delete after taken in light mode
  1697. blob_mats_gpu[bottom_blob_index].release();
  1698. }
  1699. }
  1700. }
  1701. }
  1702. else
  1703. {
  1704. // buffer to image
  1705. cmd.record_buffer_to_image(blob_mats_gpu[bottom_blob_index], blob_mats_gpu_image[bottom_blob_index], opt);
  1706. if (opt.lightmode)
  1707. {
  1708. // delete after taken in light mode
  1709. blob_mats_gpu[bottom_blob_index].release();
  1710. }
  1711. }
  1712. }
  1713. bottom_blobs[i] = blob_mats_gpu_image[bottom_blob_index];
  1714. if (bottom_blobs[i].empty())
  1715. {
  1716. goto IMAGE_ALLOCATION_FAILED;
  1717. }
  1718. if (opt.lightmode)
  1719. {
  1720. // delete after taken in light mode
  1721. blob_mats_gpu_image[bottom_blob_index].release();
  1722. // deep copy for inplace forward if data is shared
  1723. if (layer->support_inplace && *bottom_blobs[i].refcount != 1)
  1724. {
  1725. VkImageMat bottom_blob_copy;
  1726. cmd.record_clone(bottom_blobs[i], bottom_blob_copy, opt);
  1727. // NCNN_LOGE("clone %p[+%lu] %p[+%lu]", bottom_blobs[i].buffer(), bottom_blobs[i].buffer_offset(), bottom_blob_copy.buffer(), bottom_blob_copy.buffer_offset());
  1728. bottom_blobs[i] = bottom_blob_copy;
  1729. }
  1730. }
  1731. }
  1732. // forward
  1733. if (opt.lightmode && layer->support_inplace)
  1734. {
  1735. std::vector<VkImageMat>& bottom_top_blobs = bottom_blobs;
  1736. #if NCNN_BENCHMARK
  1737. cmd.record_write_timestamp(layer_index * 2);
  1738. int ret = layer->forward_inplace(bottom_top_blobs, cmd, opt);
  1739. cmd.record_write_timestamp(layer_index * 2 + 1);
  1740. #else
  1741. int ret = layer->forward_inplace(bottom_top_blobs, cmd, opt);
  1742. #endif // NCNN_BENCHMARK
  1743. if (ret == -100)
  1744. {
  1745. goto IMAGE_ALLOCATION_FAILED;
  1746. }
  1747. if (ret != 0)
  1748. return ret;
  1749. // store top blobs
  1750. for (size_t i = 0; i < layer->tops.size(); i++)
  1751. {
  1752. int top_blob_index = layer->tops[i];
  1753. blob_mats_gpu_image[top_blob_index] = bottom_top_blobs[i];
  1754. }
  1755. }
  1756. else
  1757. {
  1758. std::vector<VkImageMat> top_blobs(layer->tops.size());
  1759. #if NCNN_BENCHMARK
  1760. cmd.record_write_timestamp(layer_index * 2);
  1761. int ret = layer->forward(bottom_blobs, top_blobs, cmd, opt);
  1762. cmd.record_write_timestamp(layer_index * 2 + 1);
  1763. #else
  1764. int ret = layer->forward(bottom_blobs, top_blobs, cmd, opt);
  1765. #endif // NCNN_BENCHMARK
  1766. if (ret == -100)
  1767. {
  1768. goto IMAGE_ALLOCATION_FAILED;
  1769. }
  1770. if (ret != 0)
  1771. return ret;
  1772. // store top blobs
  1773. for (size_t i = 0; i < layer->tops.size(); i++)
  1774. {
  1775. int top_blob_index = layer->tops[i];
  1776. blob_mats_gpu_image[top_blob_index] = top_blobs[i];
  1777. }
  1778. }
  1779. }
  1780. }
  1781. else
  1782. {
  1783. if (layer->one_blob_only)
  1784. {
  1785. // load bottom blob
  1786. int bottom_blob_index = layer->bottoms[0];
  1787. int top_blob_index = layer->tops[0];
  1788. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1789. {
  1790. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1791. {
  1792. if (blob_mats[bottom_blob_index].dims == 0)
  1793. {
  1794. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  1795. if (ret != 0)
  1796. return ret;
  1797. }
  1798. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1799. {
  1800. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1801. {
  1802. // host to buffer
  1803. cmd.record_upload(blob_mats[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1804. }
  1805. else
  1806. {
  1807. // image to buffer
  1808. cmd.record_image_to_buffer(blob_mats_gpu_image[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1809. if (opt.lightmode)
  1810. {
  1811. // delete after taken in light mode
  1812. blob_mats_gpu_image[bottom_blob_index].release();
  1813. }
  1814. }
  1815. }
  1816. }
  1817. else
  1818. {
  1819. // image to buffer
  1820. cmd.record_image_to_buffer(blob_mats_gpu_image[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1821. if (opt.lightmode)
  1822. {
  1823. // delete after taken in light mode
  1824. blob_mats_gpu_image[bottom_blob_index].release();
  1825. }
  1826. }
  1827. }
  1828. VkMat bottom_blob = blob_mats_gpu[bottom_blob_index];
  1829. if (opt.lightmode)
  1830. {
  1831. // delete after taken in light mode
  1832. blob_mats_gpu[bottom_blob_index].release();
  1833. // deep copy for inplace forward if data is shared
  1834. if (layer->support_inplace && *bottom_blob.refcount != 1)
  1835. {
  1836. VkMat bottom_blob_copy;
  1837. cmd.record_clone(bottom_blob, bottom_blob_copy, opt);
  1838. // NCNN_LOGE("clone %p[+%lu] %p[+%lu]", bottom_blob.buffer(), bottom_blob.buffer_offset(), bottom_blob_copy.buffer(), bottom_blob_copy.buffer_offset());
  1839. bottom_blob = bottom_blob_copy;
  1840. }
  1841. }
  1842. // forward
  1843. if (opt.lightmode && layer->support_inplace)
  1844. {
  1845. VkMat& bottom_top_blob = bottom_blob;
  1846. #if NCNN_BENCHMARK
  1847. cmd.record_write_timestamp(layer_index * 2);
  1848. int ret = layer->forward_inplace(bottom_top_blob, cmd, opt);
  1849. cmd.record_write_timestamp(layer_index * 2 + 1);
  1850. #else
  1851. int ret = layer->forward_inplace(bottom_top_blob, cmd, opt);
  1852. #endif // NCNN_BENCHMARK
  1853. if (ret != 0)
  1854. return ret;
  1855. // store top blob
  1856. blob_mats_gpu[top_blob_index] = bottom_top_blob;
  1857. }
  1858. else
  1859. {
  1860. VkMat top_blob;
  1861. #if NCNN_BENCHMARK
  1862. cmd.record_write_timestamp(layer_index * 2);
  1863. int ret = layer->forward(bottom_blob, top_blob, cmd, opt);
  1864. cmd.record_write_timestamp(layer_index * 2 + 1);
  1865. #else
  1866. int ret = layer->forward(bottom_blob, top_blob, cmd, opt);
  1867. #endif // NCNN_BENCHMARK
  1868. if (ret != 0)
  1869. return ret;
  1870. // store top blob
  1871. blob_mats_gpu[top_blob_index] = top_blob;
  1872. }
  1873. }
  1874. else
  1875. {
  1876. // load bottom blobs
  1877. std::vector<VkMat> bottom_blobs(layer->bottoms.size());
  1878. for (size_t i = 0; i < layer->bottoms.size(); i++)
  1879. {
  1880. int bottom_blob_index = layer->bottoms[i];
  1881. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1882. {
  1883. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1884. {
  1885. if (blob_mats[bottom_blob_index].dims == 0)
  1886. {
  1887. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  1888. if (ret != 0)
  1889. return ret;
  1890. }
  1891. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1892. {
  1893. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1894. {
  1895. // host to buffer
  1896. cmd.record_upload(blob_mats[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1897. }
  1898. else
  1899. {
  1900. // image to buffer
  1901. cmd.record_image_to_buffer(blob_mats_gpu_image[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1902. if (opt.lightmode)
  1903. {
  1904. // delete after taken in light mode
  1905. blob_mats_gpu_image[bottom_blob_index].release();
  1906. }
  1907. }
  1908. }
  1909. }
  1910. else
  1911. {
  1912. // image to buffer
  1913. cmd.record_image_to_buffer(blob_mats_gpu_image[bottom_blob_index], blob_mats_gpu[bottom_blob_index], opt);
  1914. if (opt.lightmode)
  1915. {
  1916. // delete after taken in light mode
  1917. blob_mats_gpu_image[bottom_blob_index].release();
  1918. }
  1919. }
  1920. }
  1921. bottom_blobs[i] = blob_mats_gpu[bottom_blob_index];
  1922. if (opt.lightmode)
  1923. {
  1924. // delete after taken in light mode
  1925. blob_mats_gpu[bottom_blob_index].release();
  1926. // deep copy for inplace forward if data is shared
  1927. if (layer->support_inplace && *bottom_blobs[i].refcount != 1)
  1928. {
  1929. VkMat bottom_blob_copy;
  1930. cmd.record_clone(bottom_blobs[i], bottom_blob_copy, opt);
  1931. // NCNN_LOGE("clone %p[+%lu] %p[+%lu]", bottom_blobs[i].buffer(), bottom_blobs[i].buffer_offset(), bottom_blob_copy.buffer(), bottom_blob_copy.buffer_offset());
  1932. bottom_blobs[i] = bottom_blob_copy;
  1933. }
  1934. }
  1935. }
  1936. // forward
  1937. if (opt.lightmode && layer->support_inplace)
  1938. {
  1939. std::vector<VkMat>& bottom_top_blobs = bottom_blobs;
  1940. #if NCNN_BENCHMARK
  1941. cmd.record_write_timestamp(layer_index * 2);
  1942. int ret = layer->forward_inplace(bottom_top_blobs, cmd, opt);
  1943. cmd.record_write_timestamp(layer_index * 2 + 1);
  1944. #else
  1945. int ret = layer->forward_inplace(bottom_top_blobs, cmd, opt);
  1946. #endif // NCNN_BENCHMARK
  1947. if (ret != 0)
  1948. return ret;
  1949. // store top blobs
  1950. for (size_t i = 0; i < layer->tops.size(); i++)
  1951. {
  1952. int top_blob_index = layer->tops[i];
  1953. blob_mats_gpu[top_blob_index] = bottom_top_blobs[i];
  1954. }
  1955. }
  1956. else
  1957. {
  1958. std::vector<VkMat> top_blobs(layer->tops.size());
  1959. #if NCNN_BENCHMARK
  1960. cmd.record_write_timestamp(layer_index * 2);
  1961. int ret = layer->forward(bottom_blobs, top_blobs, cmd, opt);
  1962. cmd.record_write_timestamp(layer_index * 2 + 1);
  1963. #else
  1964. int ret = layer->forward(bottom_blobs, top_blobs, cmd, opt);
  1965. #endif // NCNN_BENCHMARK
  1966. if (ret != 0)
  1967. return ret;
  1968. // store top blobs
  1969. for (size_t i = 0; i < layer->tops.size(); i++)
  1970. {
  1971. int top_blob_index = layer->tops[i];
  1972. blob_mats_gpu[top_blob_index] = top_blobs[i];
  1973. }
  1974. }
  1975. }
  1976. }
  1977. }
  1978. else
  1979. {
  1980. IMAGE_ALLOCATION_FAILED:
  1981. if (layer->one_blob_only)
  1982. {
  1983. // load bottom blob
  1984. int bottom_blob_index = layer->bottoms[0];
  1985. int top_blob_index = layer->tops[0];
  1986. if (blob_mats[bottom_blob_index].dims == 0)
  1987. {
  1988. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1989. {
  1990. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  1991. {
  1992. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  1993. if (ret != 0)
  1994. return ret;
  1995. }
  1996. if (blob_mats[bottom_blob_index].dims == 0)
  1997. {
  1998. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  1999. {
  2000. // buffer to host
  2001. cmd.record_download(blob_mats_gpu[bottom_blob_index], blob_mats[bottom_blob_index], opt);
  2002. if (opt.lightmode)
  2003. {
  2004. // delete after taken in light mode
  2005. blob_mats_gpu[bottom_blob_index].release();
  2006. }
  2007. }
  2008. else
  2009. {
  2010. // image to host
  2011. cmd.record_download(blob_mats_gpu_image[bottom_blob_index], blob_mats[bottom_blob_index], opt);
  2012. if (opt.lightmode)
  2013. {
  2014. // delete after taken in light mode
  2015. blob_mats_gpu_image[bottom_blob_index].release();
  2016. }
  2017. }
  2018. }
  2019. }
  2020. else
  2021. {
  2022. // image to host
  2023. cmd.record_download(blob_mats_gpu_image[bottom_blob_index], blob_mats[bottom_blob_index], opt);
  2024. if (opt.lightmode)
  2025. {
  2026. // delete after taken in light mode
  2027. blob_mats_gpu_image[bottom_blob_index].release();
  2028. }
  2029. }
  2030. cmd.submit_and_wait();
  2031. #if NCNN_BENCHMARK
  2032. std::vector<uint64_t> results(layer_index * 2);
  2033. cmd.get_query_pool_results(0, layer_index * 2, results);
  2034. for (int i = 0; i < layer_index; i++)
  2035. {
  2036. uint64_t start = results[i * 2];
  2037. uint64_t end = results[i * 2 + 1];
  2038. if (start == 0 || end == 0)
  2039. continue;
  2040. double duration_us = (end - start) * vkdev->info.timestamp_period / 1000;
  2041. NCNN_LOGE("%-24s %-30s %8.2lfus |", layers[i]->type.c_str(), layers[i]->name.c_str(), duration_us);
  2042. }
  2043. #endif // NCNN_BENCHMARK
  2044. cmd.reset();
  2045. }
  2046. Mat bottom_blob = blob_mats[bottom_blob_index];
  2047. if (opt.lightmode)
  2048. {
  2049. // delete after taken in light mode
  2050. blob_mats[bottom_blob_index].release();
  2051. // deep copy for inplace forward if data is shared
  2052. if (layer->support_inplace && *bottom_blob.refcount != 1)
  2053. {
  2054. bottom_blob = bottom_blob.clone();
  2055. }
  2056. }
  2057. // forward
  2058. if (opt.lightmode && layer->support_inplace)
  2059. {
  2060. Mat& bottom_top_blob = bottom_blob;
  2061. #if NCNN_BENCHMARK
  2062. double start = get_current_time();
  2063. int ret = layer->forward_inplace(bottom_top_blob, opt);
  2064. double end = get_current_time();
  2065. benchmark(layer, bottom_top_blob, bottom_top_blob, start, end);
  2066. #else
  2067. int ret = layer->forward_inplace(bottom_top_blob, opt);
  2068. #endif // NCNN_BENCHMARK
  2069. if (ret != 0)
  2070. return ret;
  2071. // store top blob
  2072. blob_mats[top_blob_index] = bottom_top_blob;
  2073. }
  2074. else
  2075. {
  2076. Mat top_blob;
  2077. #if NCNN_BENCHMARK
  2078. double start = get_current_time();
  2079. int ret = layer->forward(bottom_blob, top_blob, opt);
  2080. double end = get_current_time();
  2081. benchmark(layer, bottom_blob, top_blob, start, end);
  2082. #else
  2083. int ret = layer->forward(bottom_blob, top_blob, opt);
  2084. #endif // NCNN_BENCHMARK
  2085. if (ret != 0)
  2086. return ret;
  2087. // store top blob
  2088. blob_mats[top_blob_index] = top_blob;
  2089. }
  2090. }
  2091. else
  2092. {
  2093. // load bottom blobs
  2094. for (size_t i = 0; i < layer->bottoms.size(); i++)
  2095. {
  2096. int bottom_blob_index = layer->bottoms[i];
  2097. if (blob_mats[bottom_blob_index].dims == 0)
  2098. {
  2099. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  2100. {
  2101. if (blob_mats_gpu[bottom_blob_index].dims == 0)
  2102. {
  2103. int ret = forward_layer(blobs[bottom_blob_index].producer, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  2104. if (ret != 0)
  2105. return ret;
  2106. }
  2107. if (blob_mats[bottom_blob_index].dims == 0)
  2108. {
  2109. if (blob_mats_gpu_image[bottom_blob_index].dims == 0)
  2110. {
  2111. // buffer to host
  2112. cmd.record_download(blob_mats_gpu[bottom_blob_index], blob_mats[bottom_blob_index], opt);
  2113. if (opt.lightmode)
  2114. {
  2115. // delete after taken in light mode
  2116. blob_mats_gpu[bottom_blob_index].release();
  2117. }
  2118. }
  2119. else
  2120. {
  2121. // image to host
  2122. cmd.record_download(blob_mats_gpu_image[bottom_blob_index], blob_mats[bottom_blob_index], opt);
  2123. if (opt.lightmode)
  2124. {
  2125. // delete after taken in light mode
  2126. blob_mats_gpu_image[bottom_blob_index].release();
  2127. }
  2128. }
  2129. }
  2130. }
  2131. else
  2132. {
  2133. // image to host
  2134. cmd.record_download(blob_mats_gpu_image[bottom_blob_index], blob_mats[bottom_blob_index], opt);
  2135. if (opt.lightmode)
  2136. {
  2137. // delete after taken in light mode
  2138. blob_mats_gpu_image[bottom_blob_index].release();
  2139. }
  2140. }
  2141. }
  2142. }
  2143. {
  2144. cmd.submit_and_wait();
  2145. #if NCNN_BENCHMARK
  2146. std::vector<uint64_t> results(layer_index * 2);
  2147. cmd.get_query_pool_results(0, layer_index * 2, results);
  2148. for (int i = 0; i < layer_index; i++)
  2149. {
  2150. uint64_t start = results[i * 2];
  2151. uint64_t end = results[i * 2 + 1];
  2152. if (start == 0 || end == 0)
  2153. continue;
  2154. double duration_us = (end - start) * vkdev->info.timestamp_period / 1000;
  2155. NCNN_LOGE("%-24s %-30s %8.2lfus |", layers[i]->type.c_str(), layers[i]->name.c_str(), duration_us);
  2156. }
  2157. #endif // NCNN_BENCHMARK
  2158. cmd.reset();
  2159. }
  2160. std::vector<Mat> bottom_blobs(layer->bottoms.size());
  2161. for (size_t i = 0; i < layer->bottoms.size(); i++)
  2162. {
  2163. int bottom_blob_index = layer->bottoms[i];
  2164. bottom_blobs[i] = blob_mats[bottom_blob_index];
  2165. if (opt.lightmode)
  2166. {
  2167. // delete after taken in light mode
  2168. blob_mats[bottom_blob_index].release();
  2169. // deep copy for inplace forward if data is shared
  2170. if (layer->support_inplace && *bottom_blobs[i].refcount != 1)
  2171. {
  2172. bottom_blobs[i] = bottom_blobs[i].clone();
  2173. }
  2174. }
  2175. }
  2176. // forward
  2177. if (opt.lightmode && layer->support_inplace)
  2178. {
  2179. std::vector<Mat>& bottom_top_blobs = bottom_blobs;
  2180. #if NCNN_BENCHMARK
  2181. double start = get_current_time();
  2182. int ret = layer->forward_inplace(bottom_top_blobs, opt);
  2183. double end = get_current_time();
  2184. benchmark(layer, start, end);
  2185. #else
  2186. int ret = layer->forward_inplace(bottom_top_blobs, opt);
  2187. #endif // NCNN_BENCHMARK
  2188. if (ret != 0)
  2189. return ret;
  2190. // store top blobs
  2191. for (size_t i = 0; i < layer->tops.size(); i++)
  2192. {
  2193. int top_blob_index = layer->tops[i];
  2194. blob_mats[top_blob_index] = bottom_top_blobs[i];
  2195. }
  2196. }
  2197. else
  2198. {
  2199. std::vector<Mat> top_blobs(layer->tops.size());
  2200. #if NCNN_BENCHMARK
  2201. double start = get_current_time();
  2202. int ret = layer->forward(bottom_blobs, top_blobs, opt);
  2203. double end = get_current_time();
  2204. benchmark(layer, start, end);
  2205. #else
  2206. int ret = layer->forward(bottom_blobs, top_blobs, opt);
  2207. #endif // NCNN_BENCHMARK
  2208. if (ret != 0)
  2209. return ret;
  2210. // store top blobs
  2211. for (size_t i = 0; i < layer->tops.size(); i++)
  2212. {
  2213. int top_blob_index = layer->tops[i];
  2214. blob_mats[top_blob_index] = top_blobs[i];
  2215. }
  2216. }
  2217. }
  2218. }
  2219. // NCNN_LOGE("forward_layer %d %d %s done", layer->support_vulkan, layer_index, layer->name.c_str());
  2220. return 0;
  2221. }
  2222. #endif // NCNN_VULKAN
  2223. Extractor::Extractor(const Net* _net, size_t blob_count)
  2224. : net(_net)
  2225. {
  2226. blob_mats.resize(blob_count);
  2227. opt = net->opt;
  2228. #if NCNN_VULKAN
  2229. if (net->opt.use_vulkan_compute)
  2230. {
  2231. local_blob_vkallocator = 0;
  2232. local_staging_vkallocator = 0;
  2233. blob_mats_gpu.resize(blob_count);
  2234. blob_mats_gpu_image.resize(blob_count);
  2235. }
  2236. #endif // NCNN_VULKAN
  2237. }
  2238. Extractor::~Extractor()
  2239. {
  2240. blob_mats.clear();
  2241. #if NCNN_VULKAN
  2242. if (net->opt.use_vulkan_compute)
  2243. {
  2244. blob_mats_gpu.clear();
  2245. blob_mats_gpu_image.clear();
  2246. if (local_blob_vkallocator)
  2247. {
  2248. net->vkdev->reclaim_blob_allocator(local_blob_vkallocator);
  2249. }
  2250. if (local_staging_vkallocator)
  2251. {
  2252. net->vkdev->reclaim_staging_allocator(local_staging_vkallocator);
  2253. }
  2254. }
  2255. #endif // NCNN_VULKAN
  2256. }
  2257. void Extractor::set_light_mode(bool enable)
  2258. {
  2259. opt.lightmode = enable;
  2260. }
  2261. void Extractor::set_num_threads(int num_threads)
  2262. {
  2263. opt.num_threads = num_threads;
  2264. }
  2265. void Extractor::set_blob_allocator(Allocator* allocator)
  2266. {
  2267. opt.blob_allocator = allocator;
  2268. }
  2269. void Extractor::set_workspace_allocator(Allocator* allocator)
  2270. {
  2271. opt.workspace_allocator = allocator;
  2272. }
  2273. #if NCNN_VULKAN
  2274. void Extractor::set_vulkan_compute(bool enable)
  2275. {
  2276. if (net->opt.use_vulkan_compute)
  2277. {
  2278. opt.use_vulkan_compute = enable;
  2279. }
  2280. else
  2281. {
  2282. NCNN_LOGE("set_vulkan_compute failed, network use_vulkan_compute disabled");
  2283. }
  2284. }
  2285. void Extractor::set_blob_vkallocator(VkAllocator* allocator)
  2286. {
  2287. opt.blob_vkallocator = allocator;
  2288. }
  2289. void Extractor::set_workspace_vkallocator(VkAllocator* allocator)
  2290. {
  2291. opt.workspace_vkallocator = allocator;
  2292. }
  2293. void Extractor::set_staging_vkallocator(VkAllocator* allocator)
  2294. {
  2295. opt.staging_vkallocator = allocator;
  2296. }
  2297. #endif // NCNN_VULKAN
  2298. #if NCNN_STRING
  2299. int Extractor::input(const char* blob_name, const Mat& in)
  2300. {
  2301. int blob_index = net->find_blob_index_by_name(blob_name);
  2302. if (blob_index == -1)
  2303. return -1;
  2304. return input(blob_index, in);
  2305. }
  2306. int Extractor::extract(const char* blob_name, Mat& feat)
  2307. {
  2308. int blob_index = net->find_blob_index_by_name(blob_name);
  2309. if (blob_index == -1)
  2310. return -1;
  2311. return extract(blob_index, feat);
  2312. }
  2313. #endif // NCNN_STRING
  2314. int Extractor::input(int blob_index, const Mat& in)
  2315. {
  2316. if (blob_index < 0 || blob_index >= (int)blob_mats.size())
  2317. return -1;
  2318. blob_mats[blob_index] = in;
  2319. return 0;
  2320. }
  2321. int Extractor::extract(int blob_index, Mat& feat)
  2322. {
  2323. if (blob_index < 0 || blob_index >= (int)blob_mats.size())
  2324. return -1;
  2325. int old_blocktime = get_kmp_blocktime();
  2326. set_kmp_blocktime(opt.openmp_blocktime);
  2327. int ret = 0;
  2328. if (blob_mats[blob_index].dims == 0)
  2329. {
  2330. int layer_index = net->blobs[blob_index].producer;
  2331. #if NCNN_VULKAN
  2332. if (opt.use_vulkan_compute)
  2333. {
  2334. // use local allocator
  2335. if (!opt.blob_vkallocator)
  2336. {
  2337. local_blob_vkallocator = net->vkdev->acquire_blob_allocator();
  2338. opt.blob_vkallocator = local_blob_vkallocator;
  2339. }
  2340. if (!opt.workspace_vkallocator)
  2341. {
  2342. opt.workspace_vkallocator = opt.blob_vkallocator;
  2343. }
  2344. if (!opt.staging_vkallocator)
  2345. {
  2346. local_staging_vkallocator = net->vkdev->acquire_staging_allocator();
  2347. opt.staging_vkallocator = local_staging_vkallocator;
  2348. }
  2349. ncnn::VkCompute cmd(net->vkdev);
  2350. #if NCNN_BENCHMARK
  2351. cmd.create_query_pool(net->layers.size() * 2);
  2352. #endif // NCNN_BENCHMARK
  2353. // TODO vkimagemat for adreno
  2354. if (opt.use_image_storage)
  2355. {
  2356. VkImageMat feat_gpu;
  2357. ret = extract(blob_index, feat_gpu, cmd);
  2358. if (blob_mats[blob_index].dims == 0 && feat_gpu.dims != 0)
  2359. {
  2360. cmd.record_download(feat_gpu, blob_mats[blob_index], opt);
  2361. cmd.submit_and_wait();
  2362. #if NCNN_BENCHMARK
  2363. std::vector<uint64_t> results(net->layers.size() * 2);
  2364. cmd.get_query_pool_results(0, net->layers.size() * 2, results);
  2365. for (size_t i = 0; i < net->layers.size(); i++)
  2366. {
  2367. uint64_t start = results[i * 2];
  2368. uint64_t end = results[i * 2 + 1];
  2369. if (start == 0 || end == 0)
  2370. continue;
  2371. double duration_us = (end - start) * net->vkdev->info.timestamp_period / 1000;
  2372. NCNN_LOGE("%-24s %-30s %8.2lfus |", net->layers[i]->type.c_str(), net->layers[i]->name.c_str(), duration_us);
  2373. }
  2374. #endif // NCNN_BENCHMARK
  2375. }
  2376. }
  2377. else
  2378. {
  2379. VkMat feat_gpu;
  2380. ret = extract(blob_index, feat_gpu, cmd);
  2381. if (blob_mats[blob_index].dims == 0 && feat_gpu.dims != 0)
  2382. {
  2383. cmd.record_download(feat_gpu, blob_mats[blob_index], opt);
  2384. cmd.submit_and_wait();
  2385. #if NCNN_BENCHMARK
  2386. std::vector<uint64_t> results(net->layers.size() * 2);
  2387. cmd.get_query_pool_results(0, net->layers.size() * 2, results);
  2388. for (size_t i = 0; i < net->layers.size(); i++)
  2389. {
  2390. uint64_t start = results[i * 2];
  2391. uint64_t end = results[i * 2 + 1];
  2392. if (start == 0 || end == 0)
  2393. continue;
  2394. double duration_us = (end - start) * net->vkdev->info.timestamp_period / 1000;
  2395. NCNN_LOGE("%-24s %-30s %8.2lfus |", net->layers[i]->type.c_str(), net->layers[i]->name.c_str(), duration_us);
  2396. }
  2397. #endif // NCNN_BENCHMARK
  2398. }
  2399. }
  2400. }
  2401. else
  2402. {
  2403. ret = net->forward_layer(layer_index, blob_mats, opt);
  2404. }
  2405. #else
  2406. ret = net->forward_layer(layer_index, blob_mats, opt);
  2407. #endif // NCNN_VULKAN
  2408. }
  2409. feat = blob_mats[blob_index];
  2410. if (opt.use_packing_layout)
  2411. {
  2412. Mat bottom_blob_unpacked;
  2413. convert_packing(feat, bottom_blob_unpacked, 1, opt);
  2414. feat = bottom_blob_unpacked;
  2415. }
  2416. // clang-format off
  2417. // *INDENT-OFF*
  2418. #if NCNN_ARM82
  2419. if (opt.use_fp16_storage && cpu_support_arm_asimdhp())
  2420. {
  2421. if (feat.elemsize / feat.elempack == 2u)
  2422. {
  2423. Mat feat_fp32;
  2424. cast_float16_to_float32(feat, feat_fp32, opt);
  2425. feat = feat_fp32;
  2426. }
  2427. }
  2428. else
  2429. #endif // NCNN_ARM82
  2430. if (opt.use_bf16_storage)
  2431. {
  2432. if (feat.elemsize / feat.elempack == 2u)
  2433. {
  2434. Mat feat_fp32;
  2435. cast_bfloat16_to_float32(feat, feat_fp32, opt);
  2436. feat = feat_fp32;
  2437. }
  2438. }
  2439. // *INDENT-ON*
  2440. // clang-format on
  2441. set_kmp_blocktime(old_blocktime);
  2442. return ret;
  2443. }
  2444. #if NCNN_VULKAN
  2445. #if NCNN_STRING
  2446. int Extractor::input(const char* blob_name, const VkMat& in)
  2447. {
  2448. int blob_index = net->find_blob_index_by_name(blob_name);
  2449. if (blob_index == -1)
  2450. return -1;
  2451. return input(blob_index, in);
  2452. }
  2453. int Extractor::extract(const char* blob_name, VkMat& feat, VkCompute& cmd)
  2454. {
  2455. int blob_index = net->find_blob_index_by_name(blob_name);
  2456. if (blob_index == -1)
  2457. return -1;
  2458. return extract(blob_index, feat, cmd);
  2459. }
  2460. int Extractor::input(const char* blob_name, const VkImageMat& in)
  2461. {
  2462. int blob_index = net->find_blob_index_by_name(blob_name);
  2463. if (blob_index == -1)
  2464. return -1;
  2465. return input(blob_index, in);
  2466. }
  2467. int Extractor::extract(const char* blob_name, VkImageMat& feat, VkCompute& cmd)
  2468. {
  2469. int blob_index = net->find_blob_index_by_name(blob_name);
  2470. if (blob_index == -1)
  2471. return -1;
  2472. return extract(blob_index, feat, cmd);
  2473. }
  2474. #endif // NCNN_STRING
  2475. int Extractor::input(int blob_index, const VkMat& in)
  2476. {
  2477. if (blob_index < 0 || blob_index >= (int)blob_mats.size())
  2478. return -1;
  2479. blob_mats_gpu[blob_index] = in;
  2480. return 0;
  2481. }
  2482. int Extractor::extract(int blob_index, VkMat& feat, VkCompute& cmd)
  2483. {
  2484. if (blob_index < 0 || blob_index >= (int)blob_mats.size())
  2485. return -1;
  2486. int ret = 0;
  2487. if (blob_mats_gpu[blob_index].dims == 0)
  2488. {
  2489. int layer_index = net->blobs[blob_index].producer;
  2490. ret = net->forward_layer(layer_index, blob_mats, blob_mats_gpu, cmd, opt);
  2491. }
  2492. if (blob_mats_gpu[blob_index].dims == 0 && blob_mats_gpu_image[blob_index].dims != 0)
  2493. {
  2494. // image to buffer
  2495. cmd.record_image_to_buffer(blob_mats_gpu_image[blob_index], blob_mats_gpu[blob_index], opt);
  2496. }
  2497. feat = blob_mats_gpu[blob_index];
  2498. return ret;
  2499. }
  2500. int Extractor::input(int blob_index, const VkImageMat& in)
  2501. {
  2502. if (blob_index < 0 || blob_index >= (int)blob_mats.size())
  2503. return -1;
  2504. blob_mats_gpu_image[blob_index] = in;
  2505. return 0;
  2506. }
  2507. int Extractor::extract(int blob_index, VkImageMat& feat, VkCompute& cmd)
  2508. {
  2509. if (blob_index < 0 || blob_index >= (int)blob_mats.size())
  2510. return -1;
  2511. int old_blocktime = get_kmp_blocktime();
  2512. set_kmp_blocktime(opt.openmp_blocktime);
  2513. int ret = 0;
  2514. if (blob_mats_gpu_image[blob_index].dims == 0)
  2515. {
  2516. int layer_index = net->blobs[blob_index].producer;
  2517. ret = net->forward_layer(layer_index, blob_mats, blob_mats_gpu, blob_mats_gpu_image, cmd, opt);
  2518. }
  2519. if (blob_mats_gpu_image[blob_index].dims == 0 && blob_mats_gpu[blob_index].dims != 0)
  2520. {
  2521. // buffer to image
  2522. cmd.record_buffer_to_image(blob_mats_gpu[blob_index], blob_mats_gpu_image[blob_index], opt);
  2523. }
  2524. feat = blob_mats_gpu_image[blob_index];
  2525. set_kmp_blocktime(old_blocktime);
  2526. return ret;
  2527. }
  2528. #endif // NCNN_VULKAN
  2529. } // namespace ncnn