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Introduce graph runtime shader library that enables dynamic shapes (#…
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…2366)

Summary:
Pull Request resolved: #2366

## Context

pytorch/pytorch#121598 introduces the ability to support dynamic shapes through tensor metadata updates.

The idea is fairly simple. Instead of shaders accepting a UBO with size data for all arguments:

```
layout(set = 0, binding = 2) uniform PRECISION restrict Block {
  ivec4 output_sizes;
  ivec4 other_sizes;
  float alpha;
}
```

Shaders will accept separate UBOs for each piece of tensor metadata:

```
layout(set = 0, binding = 3) uniform PRECISION restrict OutSizes {
  ivec4 data;
}
out_sizes;

layout(set = 0, binding = 4) uniform PRECISION restrict InSizes {
  ivec4 data;
}
in_sizes;

layout(set = 0, binding = 5) uniform PRECISION restrict OtherSizes {
  ivec4 data;
}
other_sizes;

layout(set = 0, binding = 6) uniform PRECISION restrict Alpha {
  float data;
}
alpha;
```

Each UBO will be owned and maintained by the corresponding `vTensor` instance. To support a graph input resize, every tensor in the graph only needs to update their metadata UBOs via the `tensor.virtual_resize(new_sizes)` call. Shader dispatches in subsequent command buffer submissions will then see the updated metadata and execute as if the tensor were the updated sizes.

This changeset introduces a new shader library for the Vulkan graph runtime that enables dynamic shapes through this technique in favor of relying on the shader library from PyTorch Vulkan.

## Considerations

Technically, the UBO update technique can be applied to the shaders from PyTorch Vulkan as well. If that's the case, why introduce a new shader library for the graph runtime?

The primary motivation is code quality.

First, having `vTensor` supply UBOs for their own metadata greatly reduces the need to have operator specifc ad-hoc `Params` structs to organize arguments to write into a `api::UniformParamsBuffer`.

Constructing an `ExecuteNode` for binary operators is now

```
  graph.execute_nodes().emplace_back(new ExecuteNode(
      graph,
      api::shader_registry().get_shader_info(kernel_name.str()),
      global_size,
      local_size,
      {{out, api::MemoryAccessType::WRITE},
       {{arg1, arg2}, api::MemoryAccessType::READ}},
      {t_out.gpu_sizes_ubo(),
       t_in1.gpu_sizes_ubo(),
       t_in2.gpu_sizes_ubo(),
       graph.create_params_buffer(alpha_val)}))
```

instead of

```
ArithmeticParams block{
      get_size_as_ivec4(t_out),
      get_size_as_ivec4(t_in1),
      get_size_as_ivec4(t_in2),
      alpha_val,
  };
  api::UniformParamsBuffer params(graph.context(), block);

  graph.execute_nodes().emplace_back(new ExecuteNode(
      graph,
      shader,
      global_size,
      local_size,
      {{out, api::MemoryAccessType::WRITE},
       {{arg1, arg2}, api::MemoryAccessType::READ}},
      std::move(params)));
```

Another consideration is that pytorch/pytorch#115948 which was landed fairly recently enables much more expressive shader templates through the use of Python code blocks in the GLSL template. This enables shader templates that can easily express variants for different data types, packing structures, etc. Introducing a new shader library provides the opportunity to rewrite the shaders in PyTorch Vulkan in a more generic and extensible way.
ghstack-source-id: 218429132
exported-using-ghexport

bypass-github-export-checks
bypass-github-pytorch-ci-checks
bypass-github-executorch-ci-checks

Reviewed By: jorgep31415

Differential Revision: D54754545

fbshipit-source-id: 7e2074699b61f8358358775a8b790d34dcb99ee6
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SS-JIA authored and facebook-github-bot committed Mar 13, 2024
1 parent 341d2d9 commit 835279e
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2 changes: 1 addition & 1 deletion backends/vulkan/TARGETS
Expand Up @@ -3,7 +3,7 @@ load(":targets.bzl", "define_common_targets")

oncall("executorch")

define_common_targets()
define_common_targets(is_fbcode = True)

runtime.python_library(
name = "vulkan_preprocess",
Expand Down
62 changes: 62 additions & 0 deletions backends/vulkan/runtime/graph/ops/glsl/all_shaders.yaml
@@ -0,0 +1,62 @@
# Copyright (c) Meta Platforms, Inc. and affiliates.
# All rights reserved.
#
# This source code is licensed under the BSD-style license found in the
# LICENSE file in the root directory of this source tree.

binary_op:
parameter_names_with_default_values:
OPERATOR: X + A * Y
NDIM: 3
DTYPE: float
PACKING: CHANNELS_PACKED
generate_variant_forall:
DTYPE:
- VALUE: "half"
SUFFIX: "half"
- VALUE: "float"
SUFFIX: "float"
shader_variants:
- NAME: binary_add
- NAME: binary_sub
OPERATOR: X - Y
- NAME: binary_mul
OPERATOR: X * Y
- NAME: binary_div
OPERATOR: X / Y
- NAME: binary_pow
OPERATOR: pow(X, Y)
- NAME: binary_floor_divide
OPERATOR: floor(X / Y)

image_to_nchw:
parameter_names_with_default_values:
NDIM: 3
DTYPE: float
PACKING: CHANNELS_PACKED
generate_variant_forall:
DTYPE:
- VALUE: "half"
SUFFIX: "half"
- VALUE: "float"
SUFFIX: "float"
shader_variants:
- NAME: image3d_to_nchw_C_packed
- NAME: image2d_to_nchw_C_packed
NDIM: 2

nchw_to_image:
parameter_names_with_default_values:
NDIM: 3
DTYPE: float
PACKING: CHANNELS_PACKED
generate_variant_forall:
DTYPE:
- VALUE: "half"
SUFFIX: "half"
- VALUE: "float"
SUFFIX: "float"
shader_variants:
- NAME: nchw_to_image3d_C_packed
- NAME: nchw_to_image2d_C_packed
NDIM: 2
67 changes: 67 additions & 0 deletions backends/vulkan/runtime/graph/ops/glsl/binary_op.glsl
@@ -0,0 +1,67 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/

#version 450 core

#include "broadcasting_utils.h"
#include "indexing_utils.h"

#define PRECISION ${PRECISION}

#define OP(X, Y, A) ${OPERATOR}

layout(std430) buffer;

layout(set = 0, binding = 0, ${IMAGE_FORMAT[DTYPE]}) uniform PRECISION restrict writeonly ${IMAGE_T[NDIM][DTYPE]} image_out;
layout(set = 0, binding = 1) uniform PRECISION sampler3D image_in;
layout(set = 0, binding = 2) uniform PRECISION sampler3D image_other;

layout(set = 0, binding = 3) uniform PRECISION restrict OutSizes {
ivec4 data;
}
out_sizes;

layout(set = 0, binding = 4) uniform PRECISION restrict InSizes {
ivec4 data;
}
in_sizes;

layout(set = 0, binding = 5) uniform PRECISION restrict OtherSizes {
ivec4 data;
}
other_sizes;

layout(set = 0, binding = 6) uniform PRECISION restrict Alpha {
float data;
}
alpha;

layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;

void main() {
const ivec3 pos = ivec3(gl_GlobalInvocationID);
const ivec4 coord = POS_TO_COORD_${PACKING}(pos, out_sizes.data);

if (any(greaterThanEqual(coord, out_sizes.data))) {
return;
}

ivec4 in_coord = out_coord_to_in_coord(coord, in_sizes.data);
vec4 in_texel = texelFetch(
image_in,
COORD_TO_POS_${PACKING}(in_coord, in_sizes.data),
0);

ivec4 other_coord = out_coord_to_in_coord(coord, other_sizes.data);
vec4 other_texel = texelFetch(
image_other,
COORD_TO_POS_${PACKING}(other_coord, other_sizes.data),
0);

imageStore(image_out, pos, OP(in_texel, other_texel, alpha.data));
}
17 changes: 17 additions & 0 deletions backends/vulkan/runtime/graph/ops/glsl/broadcasting_utils.h
@@ -0,0 +1,17 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/

ivec4 out_coord_to_in_coord(const ivec4 out_coord, const ivec4 in_sizes) {
ivec4 in_coord = out_coord;
for (int i = 0; i < 4; ++i) {
if (in_sizes[i] == 1) {
in_coord[i] = 0;
}
}
return in_coord;
}
61 changes: 61 additions & 0 deletions backends/vulkan/runtime/graph/ops/glsl/image_to_nchw.glsl
@@ -0,0 +1,61 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/

#version 450 core

#define PRECISION ${PRECISION}

#include "indexing_utils.h"

layout(std430) buffer;

layout(set = 0, binding = 0) uniform PRECISION ${SAMPLER_T[NDIM][DTYPE]} image_in;
layout(set = 0, binding = 1) buffer PRECISION restrict writeonly Buffer {
${T[DTYPE]} data[];
}
buffer_out;

layout(set = 0, binding = 2) uniform PRECISION restrict GpuSizes {
ivec4 data;
}
gpu_sizes;

layout(set = 0, binding = 3) uniform PRECISION restrict CpuSizes {
ivec4 data;
}
cpu_sizes;

layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;

void main() {
const ivec3 pos = ivec3(gl_GlobalInvocationID);
const ivec4 coord = POS_TO_COORD_${PACKING}(pos, gpu_sizes.data);

if (any(greaterThanEqual(coord, gpu_sizes.data))) {
return;
}

const ${VEC4_T[DTYPE]} intex = texelFetch(image_in, ${GET_POS[NDIM]("pos")}, 0);

const int base_index = COORD_TO_BUFFER_IDX(coord, cpu_sizes.data);
const ivec4 buf_indices =
base_index + ivec4(0, 1, 2, 3) * (gpu_sizes.data.x * gpu_sizes.data.y);

if (coord.z < cpu_sizes.data.z) {
buffer_out.data[buf_indices.x] = intex.x;
}
if (coord.z + 1 < cpu_sizes.data.z) {
buffer_out.data[buf_indices.y] = intex.y;
}
if (coord.z + 2 < cpu_sizes.data.z) {
buffer_out.data[buf_indices.z] = intex.z;
}
if (coord.z + 3 < cpu_sizes.data.z) {
buffer_out.data[buf_indices.w] = intex.w;
}
}
17 changes: 17 additions & 0 deletions backends/vulkan/runtime/graph/ops/glsl/indexing_utils.h
@@ -0,0 +1,17 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/

#define POS_TO_COORD_CHANNELS_PACKED(pos, sizes) \
ivec4(pos.x, pos.y, (pos.z * 4) % sizes.z, (pos.z * 4) / sizes.z)

#define COORD_TO_POS_CHANNELS_PACKED(coord, sizes) \
ivec3(coord.x, coord.y, (coord.z + coord.w * sizes.z) / 4)

#define COORD_TO_BUFFER_IDX(coord, sizes) \
coord.x + coord.y* sizes.x + coord.z* sizes.y* sizes.x + \
coord.w* sizes.z* sizes.y* sizes.x;
61 changes: 61 additions & 0 deletions backends/vulkan/runtime/graph/ops/glsl/nchw_to_image.glsl
@@ -0,0 +1,61 @@
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/

#version 450 core

#define PRECISION ${PRECISION}

#include "indexing_utils.h"

layout(std430) buffer;

layout(set = 0, binding = 0, ${IMAGE_FORMAT[DTYPE]}) uniform PRECISION restrict writeonly ${IMAGE_T[NDIM][DTYPE]} image_out;
layout(set = 0, binding = 1) buffer PRECISION restrict readonly Buffer {
${T[DTYPE]} data[];
}
buffer_in;

layout(set = 0, binding = 2) uniform PRECISION restrict GpuSizes {
ivec4 data;
}
gpu_sizes;

layout(set = 0, binding = 3) uniform PRECISION restrict CpuSizes {
ivec4 data;
}
cpu_sizes;

layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;

void main() {
const ivec3 pos = ivec3(gl_GlobalInvocationID);
const ivec4 coord = POS_TO_COORD_${PACKING}(pos, gpu_sizes.data);

if (any(greaterThanEqual(coord, gpu_sizes.data))) {
return;
}

const int base_index = COORD_TO_BUFFER_IDX(coord, cpu_sizes.data);
const ivec4 buf_indices =
base_index + ivec4(0, 1, 2, 3) * (gpu_sizes.data.x * gpu_sizes.data.y);

${T[DTYPE]} val_x = buffer_in.data[buf_indices.x];
${T[DTYPE]} val_y = buffer_in.data[buf_indices.y];
${T[DTYPE]} val_z = buffer_in.data[buf_indices.z];
${T[DTYPE]} val_w = buffer_in.data[buf_indices.w];

${VEC4_T[DTYPE]} texel = ${VEC4_T[DTYPE]}(val_x, val_y, val_z, val_w);

if (coord.z + 3 >= cpu_sizes.data.z) {
ivec4 c_ind = ivec4(coord.z) + ivec4(0, 1, 2, 3);
vec4 valid_c = vec4(lessThan(c_ind, ivec4(cpu_sizes.data.z)));
texel = texel * valid_c;
}

imageStore(image_out, ${GET_POS[NDIM]("pos")}, texel);
}

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