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[ET-VK] Changing all conv 2d pw ints from uint16 to int since it slightly improves perf. #7545

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4 changes: 2 additions & 2 deletions backends/vulkan/runtime/graph/ops/glsl/conv2d_dw.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@

#define op(X, A, B) ${OPERATOR}

#include "indexing_utils_u16.h"
#include "indexing_utils.h"

layout(std430) buffer;

Expand All @@ -35,7 +35,7 @@ layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
* output at a single output location.
*/
void main() {
const ivec3 pos = idx_to_u16pos_x_wise(gl_GlobalInvocationID.x, out_limits.x, out_limits.y);
const ivec3 pos = idx_to_ipos_x_wise(gl_GlobalInvocationID.x, out_limits.x, out_limits.y);

if (any(greaterThanEqual(pos, out_limits))) {
return;
Expand Down
38 changes: 18 additions & 20 deletions backends/vulkan/runtime/graph/ops/glsl/conv2d_pw.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@

#define op(X, A, B) ${OPERATOR}

#include "indexing_utils_u16.h"
#include "indexing_utils.h"

layout(std430) buffer;

Expand All @@ -32,10 +32,8 @@ ${layout_declare_ubo(8, "float", "out_min", "float", "out_max")}

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

#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require

// shared memory to hold calculated positions, this would reduce register usage thus improving performance.
shared u16vec2 pos_shared[gl_WorkGroupSize.x * gl_WorkGroupSize.y * gl_WorkGroupSize.z * TILE_SIZE * TILE_SIZE];
shared ivec2 pos_shared[gl_WorkGroupSize.x * gl_WorkGroupSize.y * gl_WorkGroupSize.z * TILE_SIZE * TILE_SIZE];

/*
* Computes a 2D pointwise convolution of an NxN output tile. Calculating an
Expand All @@ -46,18 +44,18 @@ void main() {
const ivec2 out_limits_scaled = (out_limits.xy + TILE_SIZE - 1) / TILE_SIZE;
const uint shared_mem_stride = gl_WorkGroupSize.x * gl_WorkGroupSize.y * gl_WorkGroupSize.z;

const u16vec3 gpos = idx_to_u16pos_x_wise(gl_GlobalInvocationID.x, out_limits_scaled.x, out_limits_scaled.y);
const ivec3 gpos = idx_to_ipos_x_wise(gl_GlobalInvocationID.x, out_limits_scaled.x, out_limits_scaled.y);

// Output position for TILE_SIZE = 2
// +--------+--------+
// | pos[0] | pos[1] |
// +--------+--------+
// | pos[2] | pos[3] |
// +--------+--------+
u16vec2 pos[TILE_SIZE * TILE_SIZE];
ivec2 pos[TILE_SIZE * TILE_SIZE];
for (int y = 0, i = 0; y < TILE_SIZE; ++y) {
for (int x = 0; x < TILE_SIZE; ++x) {
pos[i] = u16vec2(
pos[i] = ivec2(
gpos.x * TILE_SIZE + x, gpos.y * TILE_SIZE + y);
pos_shared[(shared_mem_stride * i) + gl_LocalInvocationIndex] = pos[i];
i++;
Expand All @@ -66,38 +64,38 @@ void main() {

// If the top left position is out of bounds, then this invocation will have
// no work to do.
if (any(greaterThanEqual(u16vec3(pos[0], gpos.z), out_limits))) {
if (any(greaterThanEqual(ivec3(pos[0], gpos.z), out_limits))) {
return;
}

// Compute the index of the input texture that needs to be loaded for each
// output position. Note that negative indices can be produced indicating that
// the top-left element is in a region added by padding.
u16vec2 ipos[TILE_SIZE * TILE_SIZE];
ivec2 ipos[TILE_SIZE * TILE_SIZE];
for (int i = 0; i < TILE_SIZE * TILE_SIZE; ++i) {
ipos[i] = pos[i] * u16vec2(stride) - u16vec2(padding);
ipos[i] = pos[i] * stride - padding;
}

vec4 sum[TILE_SIZE * TILE_SIZE];
sum[0] = texelFetch(t_bias, u16vec2(gpos.z, 0), 0);
sum[0] = texelFetch(t_bias, ivec2(gpos.z, 0), 0);
for (int i = 1; i < TILE_SIZE * TILE_SIZE; ++i) {
sum[i] = sum[0];
}

int z4 = 0;
// Since the kernel is 1x1, we only have to loop over the depth dimension.
for (uint16_t z = uint16_t(0); z < uint16_t(in_group_size); z += uint16_t(4), ++z4) {
for (int z = 0; z < in_group_size; z += 4, ++z4) {
// During prepacking, the weight tensor has been permuted so that the
// channel (IC) dim is along the x-axis, and the batch (OC) dim is along
// the z-axis.
const vec4 ktex_0 = texelFetchOffset(t_kernel, u16vec2(z, gpos.z), 0, u16vec2(0, 0));
const vec4 ktex_1 = texelFetchOffset(t_kernel, u16vec2(z, gpos.z), 0, u16vec2(1, 0));
const vec4 ktex_2 = texelFetchOffset(t_kernel, u16vec2(z, gpos.z), 0, u16vec2(2, 0));
const vec4 ktex_3 = texelFetchOffset(t_kernel, u16vec2(z, gpos.z), 0, u16vec2(3, 0));
const vec4 ktex_0 = texelFetchOffset(t_kernel, ivec2(z, gpos.z), 0, ivec2(0, 0));
const vec4 ktex_1 = texelFetchOffset(t_kernel, ivec2(z, gpos.z), 0, ivec2(1, 0));
const vec4 ktex_2 = texelFetchOffset(t_kernel, ivec2(z, gpos.z), 0, ivec2(2, 0));
const vec4 ktex_3 = texelFetchOffset(t_kernel, ivec2(z, gpos.z), 0, ivec2(3, 0));

#pragma unroll
for (int i = 0; i < TILE_SIZE * TILE_SIZE; ++i) {
const vec4 in_tex = texelFetch(t_in, u16vec3(ipos[i], z4), 0);
const vec4 in_tex = texelFetch(t_in, ivec3(ipos[i], z4), 0);
// For 2x2 tile size algorithm works as follows.
// To explain the calculations below, the contents of one in_tex and the
// group of 4 texels loaded from t_kernel are shown:
Expand Down Expand Up @@ -139,9 +137,9 @@ void main() {
}

for (int i = 0; i < TILE_SIZE * TILE_SIZE; ++i) {
const u16vec2 pos = pos_shared[(shared_mem_stride * i) + gl_LocalInvocationIndex];
if (all(lessThan(u16vec3(pos, gpos.z), out_limits))) {
imageStore(t_out, u16vec3(pos, gpos.z), op(sum[i], out_min, out_max));
const ivec2 pos = pos_shared[(shared_mem_stride * i) + gl_LocalInvocationIndex];
if (all(lessThan(ivec3(pos, gpos.z), out_limits))) {
imageStore(t_out, ivec3(pos, gpos.z), op(sum[i], out_min, out_max));
}
}
}
19 changes: 0 additions & 19 deletions backends/vulkan/runtime/graph/ops/glsl/indexing_utils_u16.h

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