 [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago  [WIP] vulkan compute (#618)
* vulkan infrastructure
* vkallocator and vkmat
* layer interface for vulkan compute
* wip...
* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface
* simplify command api, vkmat holds staging buffer, relu works
* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works
* init extension functions
* dynamic local size and group count
* group count=1 is invalid
* regard device max workgroup size limit
* fix relu oooops
* decouple command record and staging allocation
* create result blob
* add pooling shader
* buffer is faster than image :)
* fix pooling shader
* add innerproduct shader
* readonly writeonly decoration
* simplify buffer creation
* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D
* fix vulkan building issues in visual studio (#1)
* fix building issues on visual studio
* ignore benchmark
* cancel changes
* ... ...
* decouple paramdict and vulkandevice
* fix staging buffer destroy in model loading
* remove vkdev member in option
* add padding shader
* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output
* add convolutiondepthwise and softmax shader
* specialization float type, add leakyrelu
* add dropout shader
* add batchnorm shader
* split vulkan forward
* add scale shader
* push constant type can be int or float
* set_optimal_local_size_xyz
* add eltwise shader
* concat vulkan forward
* fix convolution without bias
* add dummy shader for concat and split, more fix ...
* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor
* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR
* binaryop and unaryop shader
* hide raw command buffer
* simple vkbenchncnn benchmark
* create device with transfer queue
* rename command to vkcompute, add vktransfer and layer upload_model interface
* external VkMat, copy and map wrt buffer offset
* command copy respect offset and size
* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights
* fix build on android
* binding count can not vary :(
* barrier check state, fix sub-op destruction
* declare local_size_xyz constant, fix crash on radv
* fix local_size_xyz, second try
* more barrier and state fix
* fix softmax
* reconstruct buffer memory allocator, reuse blob buffer, less verbose output
* find unified memory type index
* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment
* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation
* find more useful vulkan extensions and enable them
* fix msvc build
* respect VK_KHR_dedicated_allocation for weight buffer allocation
* fix android build
* fix bias name conflicts with metal
* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording
* drop dummy shader, inplace softmax, multiple shader module works
* fix unique queue family index error
* flatten support vulkan
* mnasnet run
* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk
* some minor changes
* add some high level api
* use dedicated transfer queue to upload weight model
* prefer mappable buffer on unified memory
* global pooling and convolution fc, reuse staging buffer
* implement ring-buffer style blob allocator, add VkBufferMemory capacity
* use blob allocator for workspace blob, it works fine :)
* vulkan option off
* Update layer.cpp
* fix build with vulkan off
* less verbose output, fix crash on vulkan_compute off
* merge benchncnn tool
* allocator clear api, use new weight buffer allocator per net
* add default locked allocator
* mapped mat ptr api, persistent mapped memory works generally :)
* travis ci linux vulkan
* travis ci vulkan wip ...
* more gpu wip ...
* more gpu wip ...
* wip...
* wip...
* wip... ...
* wip... ios vulkan build...
* find glslangValidator on ios build
* use dynamic moltenvk library
* travis ci wip ...
* ios simulator does not support metal at all
* fix cpu only extractor
* optimize workgroup size, first try
* optimize workgroup size, second try
* conv1x1s1d1 vec4
* revert build system
* fix ncnn2mem build
* fix ncnn2mem build
7 years ago |
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220 |
- // Tencent is pleased to support the open source community by making ncnn available.
- //
- // Copyright (C) 2017 THL A29 Limited, a Tencent company. All rights reserved.
- //
- // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
- // in compliance with the License. You may obtain a copy of the License at
- //
- // https://opensource.org/licenses/BSD-3-Clause
- //
- // Unless required by applicable law or agreed to in writing, software distributed
- // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
- // CONDITIONS OF ANY KIND, either express or implied. See the License for the
- // specific language governing permissions and limitations under the License.
-
- #include "batchnorm.h"
- #include "pipeline.h"
- #include <math.h>
-
- namespace ncnn {
-
- DEFINE_LAYER_CREATOR(BatchNorm)
-
- BatchNorm::BatchNorm()
- {
- one_blob_only = true;
- support_inplace = true;
- support_vulkan = true;
-
- #if NCNN_VULKAN
- pipeline_batchnorm = 0;
- pipeline_batchnorm_pack4 = 0;
- #endif // NCNN_VULKAN
- }
-
- int BatchNorm::load_param(const ParamDict& pd)
- {
- channels = pd.get(0, 0);
- eps = pd.get(1, 0.f);
-
- return 0;
- }
-
- int BatchNorm::load_model(const ModelBin& mb)
- {
- slope_data = mb.load(channels, 1);
- if (slope_data.empty())
- return -100;
-
- mean_data = mb.load(channels, 1);
- if (mean_data.empty())
- return -100;
-
- var_data = mb.load(channels, 1);
- if (var_data.empty())
- return -100;
-
- bias_data = mb.load(channels, 1);
- if (bias_data.empty())
- return -100;
-
- a_data.create(channels);
- if (a_data.empty())
- return -100;
- b_data.create(channels);
- if (b_data.empty())
- return -100;
-
- for (int i=0; i<channels; i++)
- {
- float sqrt_var = sqrt(var_data[i] + eps);
- a_data[i] = bias_data[i] - slope_data[i] * mean_data[i] / sqrt_var;
- b_data[i] = slope_data[i] / sqrt_var;
- }
-
- return 0;
- }
-
- int BatchNorm::forward_inplace(Mat& bottom_top_blob, const Option& opt) const
- {
- // a = bias - slope * mean / sqrt(var)
- // b = slope / sqrt(var)
- // value = b * value + a
-
- int dims = bottom_top_blob.dims;
-
- if (dims == 1)
- {
- int w = bottom_top_blob.w;
-
- float* ptr = bottom_top_blob;
-
- #pragma omp parallel for num_threads(opt.num_threads)
- for (int i=0; i<w; i++)
- {
- ptr[i] = b_data[i] * ptr[i] + a_data[i];
- }
- }
-
- if (dims == 2)
- {
- int w = bottom_top_blob.w;
- int h = bottom_top_blob.h;
-
- #pragma omp parallel for num_threads(opt.num_threads)
- for (int i=0; i<h; i++)
- {
- float* ptr = bottom_top_blob.row(i);
- float a = a_data[i];
- float b = b_data[i];
-
- for (int j=0; j<w; j++)
- {
- ptr[j] = b * ptr[j] + a;
- }
- }
- }
-
- if (dims == 3)
- {
- int w = bottom_top_blob.w;
- int h = bottom_top_blob.h;
- int size = w * h;
-
- #pragma omp parallel for num_threads(opt.num_threads)
- for (int q=0; q<channels; q++)
- {
- float* ptr = bottom_top_blob.channel(q);
- float a = a_data[q];
- float b = b_data[q];
-
- for (int i=0; i<size; i++)
- {
- ptr[i] = b * ptr[i] + a;
- }
- }
- }
-
- return 0;
- }
-
- #if NCNN_VULKAN
- int BatchNorm::upload_model(VkTransfer& cmd)
- {
- cmd.record_upload(a_data, a_data_gpu);
- cmd.record_upload(b_data, b_data_gpu);
-
- // pack4
- if (channels % 4 == 0)
- {
- Mat a_data_pack4;
- convert_packing(a_data, a_data_pack4, 4);
- cmd.record_upload(a_data_pack4, a_data_gpu_pack4);
-
- Mat b_data_pack4;
- convert_packing(b_data, b_data_pack4, 4);
- cmd.record_upload(b_data_pack4, b_data_gpu_pack4);
- }
-
- return 0;
- }
-
- int BatchNorm::create_pipeline()
- {
- pipeline_batchnorm = new Pipeline(vkdev);
- pipeline_batchnorm->set_optimal_local_size_xyz(32, 32, channels);
-
- std::vector<vk_specialization_type> specializations(0);
-
- pipeline_batchnorm->create("batchnorm", specializations, 3, 5);
-
- // pack4
- if (channels % 4 == 0)
- {
- pipeline_batchnorm_pack4 = new Pipeline(vkdev);
- pipeline_batchnorm_pack4->set_optimal_local_size_xyz(32, 32, channels / 4);
- pipeline_batchnorm_pack4->create("batchnorm_pack4", specializations, 3, 5);
- }
-
- return 0;
- }
-
- int BatchNorm::destroy_pipeline()
- {
- delete pipeline_batchnorm;
- pipeline_batchnorm = 0;
-
- delete pipeline_batchnorm_pack4;
- pipeline_batchnorm_pack4 = 0;
-
- return 0;
- }
-
- int BatchNorm::forward_inplace(VkMat& bottom_top_blob, VkCompute& cmd, const Option& opt) const
- {
- int packing = bottom_top_blob.packing;
- // fprintf(stderr, "BatchNorm::forward_inplace %p\n", bottom_top_blob.buffer());
-
- std::vector<VkMat> bindings(3);
- bindings[0] = bottom_top_blob;
- bindings[1] = packing == 4 ? a_data_gpu_pack4 : a_data_gpu;
- bindings[2] = packing == 4 ? b_data_gpu_pack4 : b_data_gpu;
-
- std::vector<vk_constant_type> constants(5);
- constants[0].i = bottom_top_blob.dims;
- constants[1].i = bottom_top_blob.w;
- constants[2].i = bottom_top_blob.h;
- constants[3].i = bottom_top_blob.c;
- constants[4].i = bottom_top_blob.cstep;
-
- const Pipeline* pipeline = packing == 4 ? pipeline_batchnorm_pack4 : pipeline_batchnorm;
-
- // record
- cmd.record_prepare_compute_barrier(bottom_top_blob);
- cmd.record_pipeline(pipeline, bindings, constants, bottom_top_blob);
-
- return 0;
- }
- #endif // NCNN_VULKAN
-
- } // namespace ncnn
|