Commit Graph
20 Commits
Author SHA1 Message Date
nihuini cd7559c639 more fix for fp16p, still disabled by default 2019-05-29 11:13:16 +08:00
nihui 25b9736f82 shader fp16 packed 2019-05-26 19:33:41 +08:00
nihuini 37e150162a do not retrieve timestamp availabitliy bits 2019-05-22 14:45:00 +08:00
nihuini 738fb6bb14 print gpu per layer benchmark 2019-05-22 11:26:28 +08:00
nihuini c9a9486307 merge command submit and wait, expose queue_count, concurrent queue submission shall work 2019-05-20 19:51:30 +08:00
nihuini 5d86014d9c add missing barrier for transfer dst, fix softmax pack4, fix #932 2019-04-24 16:16:26 +08:00
nihuini 4729ea3505 bottom blob memory never alias, reuse blob memory more elegantly relying on refcount 2019-04-23 14:45:56 +08:00
nihui d753fe2589 upload fp16 weight, enable fp16 storage and arithmetic 2019-03-23 10:34:55 +08:00
nihuini 37573aeeb5 remove unused record download 2019-03-22 11:16:51 +08:00
nihuini d3a11eb6c9 one codepath for unified and discrete device 2019-03-13 19:14:16 +08:00
nihuini 433a92401a auto barrier in pipeline and copy command 2019-03-13 17:33:36 +08:00
nihuini 85a28959e4 fix binaryop shader binding, use shared buffer state, fix blob copy in non-light mode, fix #817 2019-03-07 15:18:48 +08:00
nihui b49cb56ad9 constify vulkan device handle, use default local vulkan device if not specified 2019-03-03 11:27:04 +08:00
nihui 68afd1fa17 reset fence 2019-03-02 15:51:29 +08:00
nihuini bdd305638d command reset 2019-03-01 20:49:28 +08:00
nihuini 7312887671 transfer command hold data context 2019-02-20 14:52:53 +08:00
nihuini 4a57f88c3c vkcompute auto begin end, use proper alignment for vktransfer staging buffer offset 2019-02-20 14:30:35 +08:00
nihui c60773bde4 add transfer-transfer barrier, concat pack4 2019-02-01 22:52:20 +08:00
nihui f0b4933eac massive simd optimize in compute shader (#772)
* init vec4 shader

* more vec4 shader ...

* convolutiondepthwise is depthwise

* pooling pack4, fix global pooling

* dropout pack4, relu pack4

* softmax pack4

* more shader vec4 ..

* fix staging remap, remove layer pipeline member, add destroy_pipeline interface, add pack4 glue code

* eltwise pack4 glue code

* add binary pack4, unary pack4

* add binaryop unaryop pack4 glue code
2019-02-01 11:49:25 +08:00
nihui 10b8ac68cc [WIP] vulkan compute (#618)
* vulkan infrastructure

* vkallocator and vkmat

* layer interface for vulkan compute

* wip...

* default vulkan device, command wrapper, upload model weight in load_model to simplify layer interface

* simplify command api, vkmat holds staging buffer, relu works

* initialize specialization constant, simplify command dispatch, fix staging buffer copy with different shape, convolution works

* init extension functions

* dynamic local size and group count

* group count=1 is invalid

* regard device max workgroup size limit

* fix relu oooops

* decouple command record and staging allocation

* create result blob

* add pooling shader

* buffer is faster than image :)

* fix pooling shader

* add innerproduct shader

* readonly writeonly decoration

* simplify buffer creation

* decouple command and layer, VK_KHR_descriptor_update_template extension makes descriptor binding update easy :D

* fix vulkan building issues in visual studio (#1)

* fix building issues on visual studio

* ignore benchmark

* cancel changes

* ... ...

* decouple paramdict and vulkandevice

* fix staging buffer destroy in model loading

* remove vkdev member in option

* add padding shader

* simplify vulkan layer creation, simplify convolution and pooling shader for no padding, less debug output

* add convolutiondepthwise and softmax shader

* specialization float type, add leakyrelu

* add dropout shader

* add batchnorm shader

* split vulkan forward

* add scale shader

* push constant type can be int or float

* set_optimal_local_size_xyz

* add eltwise shader

* concat vulkan forward

* fix convolution without bias

* add dummy shader for concat and split, more fix ...

* optional VK_KHR_descriptor_update_template and VK_KHR_push_descriptor

* check VK_KHR_push_descriptor for vkCmdPushDescriptorSetWithTemplateKHR

* binaryop and unaryop shader

* hide raw command buffer

* simple vkbenchncnn benchmark

* create device with transfer queue

* rename command to vkcompute, add vktransfer and layer upload_model interface

* external VkMat, copy and map wrt buffer offset

* command copy respect offset and size

* decouple weight upload and load, simplify upload weight api, use one big staging buffer for uploading weights

* fix build on android

* binding count can not vary :(

* barrier check state, fix sub-op destruction

* declare local_size_xyz constant, fix crash on radv

* fix local_size_xyz, second try

* more barrier and state fix

* fix softmax

* reconstruct buffer memory allocator, reuse blob buffer, less verbose output

* find unified memory type index

* weight staging buffer allocator and weight buffer allocator, respect descriptor buffer offset alignment

* use VK_KHR_descriptor_update_template for faster descriptor update if available, multithread pipeline creation

* find more useful vulkan extensions and enable them

* fix msvc build

* respect VK_KHR_dedicated_allocation for weight buffer allocation

* fix android build

* fix bias name conflicts with metal

* decouple pipeline and layer, building shader sources into shader module, dedicated create_pipeline api, simplify pipeline recording

* drop dummy shader, inplace softmax, multiple shader module works

* fix unique queue family index error

* flatten support vulkan

* mnasnet run

* find shader module by name, each entry point per shader module, fix attribute/id conflict on moltenvk

* some minor changes

* add some high level api

* use dedicated transfer queue to upload weight model

* prefer mappable buffer on unified memory

* global pooling and convolution fc, reuse staging buffer

* implement ring-buffer style blob allocator, add VkBufferMemory capacity

* use blob allocator for workspace blob, it works fine :)

* vulkan option off

* Update layer.cpp

* fix build with vulkan off

* less verbose output, fix crash on vulkan_compute off

* merge benchncnn tool

* allocator clear api, use new weight buffer allocator per net

* add default locked allocator

* mapped mat ptr api, persistent mapped memory works generally :)

* travis ci linux vulkan

* travis ci vulkan wip ...

* more gpu wip ...

* more gpu wip ...

* wip...

* wip...

* wip... ...

* wip... ios vulkan build...

* find glslangValidator on ios build

* use dynamic moltenvk library

* travis ci wip ...

* ios simulator does not support metal at all

* fix cpu only extractor

* optimize workgroup size, first try

* optimize workgroup size, second try

* conv1x1s1d1 vec4

* revert build system

* fix ncnn2mem build

* fix ncnn2mem build
2019-01-23 16:21:17 +08:00