### Description
This PR provided a vectorized matmul algorithm. In most situations, we
still go to the workgroup memory optimized matmul. But for some
situations, like N and K are very small, using workgroup optimized
matmul can't fully utilize the underlying hardware due to the 32x32 tile
size. So for very small N/K, we switch to the naive vectorized matmul
algorithm to improve the hardware execution unit usage.
With this PR, matmul with input0: [1, 36864, 3], input1: [1, 3, 3],
input2: [3] becomes less than 1 ms from 4.34 ms on Intel Gen9 GPUs.
### Description
<!-- Describe your changes. -->
Currently, the uniform support has bugs when dims rank is larger than 4.
See https://github.com/microsoft/onnxruntime/issues/17860 item 1.
So this PR only enables shapes uniforms when shape rank is <= 4 for
transpose. Otherwise, below compilation errors are thrown:
```
1 error(s) generated while compiling the shader:
:3:50 error: uniform storage requires that array elements are aligned to 16 bytes, but array element of type 'u32' has a stride of 4 bytes. Consider using a vector or struct as the element type instead.
struct Uniforms { output_size:u32, a_shape:array<u32, 5>, a_strides:array<u32, 5>, output_shape:array<u32, 5>, output_strides:array<u32, 5> };
^^^^^^^^^^^^^
:3:7 note: see layout of struct:
/* align(4) size(84) */ struct Uniforms {
/* offset( 0) align(4) size( 4) */ output_size : u32;
/* offset( 4) align(4) size(20) */ a_shape : array<u32, 5>;
/* offset(24) align(4) size(20) */ a_strides : array<u32, 5>;
/* offset(44) align(4) size(20) */ output_shape : array<u32, 5>;
/* offset(64) align(4) size(20) */ output_strides : array<u32, 5>;
/* */ };
struct Uniforms { output_size:u32, a_shape:array<u32, 5>, a_strides:array<u32, 5>, output_shape:array<u32, 5>, output_strides:array<u32, 5> };
^^^^^^
:4:42 note: 'Uniforms' used in address space 'uniform' here
@group(0) @binding(2) var<uniform> uniforms: Uniforms;
^^^^^^^^
```
### Description
support using uniform buffer.
This PR allows to use uniform buffer in shader program, so that some
runtime information (eg. input/output shape) is no longer need to be
hardcoded into shader code.
There are 2 commits in this PR:
-
[667f31c](667f31c83d):
framework changes to support uniform buffer, as well as updates in
program manager, gpu data manager and indices helper.
-
[09e1d2a](09e1d2ad1d):
an example change for operator `Transpose` to use input's rank-only
instead of dims as shader key. With this change, model mobilenetv2-12
shader compile times dropped from 71 to 52.
### Description
Another three ops for fp16
---------
Co-authored-by: Guenther Schmuelling <guschmue@microsoft.com>
Co-authored-by: Yulong Wang <7679871+fs-eire@users.noreply.github.com>
### Description
<!-- Describe your changes. -->
For the conv2dByMatMul path, the simulated matmul output shape is the
reshape of the original conv2d. So we should pass this information to
`createMatmulProgramInfo` so that it can process it correctly.
### Description
Changes in this PR:
1) use the optimized version `makeMatMulPacked[Vec4]Source` to support
matmul.
2) enable the conv2dByMatMul path.
3) support broadcast
4) use IndicesHelper.
MatMul with M = 512, K = 512, N = 512 becomes 2ms from 15ms when
enabling profilingMode on my ADL.
### Description
make `RunFunction` return `void`.
the return value is meaningless in the OpResolveRule context. Allows any
JavaScript error to be caught and returns non-zero return value from
`computeKernel()`
### Description
This change introduced the following new components into ONNX Runtime
Web:
- JavaScript Execution Provider (JSEP)
- Asynchronized inferencing execution powered by Emscripten's Asyncify
- WebGPU backend implemented in TypeScript
- initial implementation of kernels:
- elementwise operators (22)
- binary operators (5)
- tensor: Shape, Reshape, Transpose, Gemm
- nn: Conv, {Global}Maxpool, {Global}AveragePool
Code need to be polished. still working on it.
## Q&A
What is JSEP?
> JSEP, aka JavaScript Execution Provider, is a new ONNXRuntime
execution provider that specifically works on Web environment
(browsers). JSEP allows JavaScript code to kick in from various places
when ONNX Runtime inferences a model.
Why JSEP?
> JSEP is a hybrid mode EP that contains both C/C++ and
TypeScript/JavaScript implementation. There are 2 strong reasons why we
introduces JSEP:
> 1. the C/C++ part helps JSEP to leverage ONNX Runtime's capabilities
as much as possible including graph transformer, optimizers and also the
capabilities to fallback to CPU EP. TypeScript/JavaScript helps JSEP to
develop and debug much easier in the browser for the kernel
implementation.
> 2. the requirement of asynchronized execution from JavaScript API (eg.
`buffer.mapAsync()`) makes it impossible to run `OrtRun()` in a
synchronized context (see "async problem" section below). This is done
by using Emscripten's Asyncify.
What is WebGPU?
> WebGPU is the new GPU API that available in browser. It's one of the
only 2 APIs that currently available to access the GPU from browser (the
other is WebGL).
> WebGPU is designed with more advanced and stronger features comparing
to WebGL and is potentially solution that offer the best GPU performance
for model inferencing that currently available.
What is the async problem and why we have the problem?
> The "async problem" is a problem that you cannot call an async
function in a synchronous context. Think about the following C++ code:
> ```c
> // C-style declarations (API)
> typedef void (*ON_COMPLETE)(PVOID state, DATA *data);
> void read_data_from_file(FILEHANDLE file, ON_COMPLETE on_complete);
>
> // implementation
> DATA * my_impl_read_data_from_file_sync(FILEHANDLE file) {
> // how to implement?
> }
> ```
> The answer is, it's impossible to implement this function. Usually we
try to find a sync version API, or launch a thread to call the async
function and sync-wait on the main thread. Unfortunately, in browser
environment, neither is possible.
>
> WebGPU does not offer any synchronized API for data downloading (GPU
to CPU). This is the only operation that MUST be async. As `OrtRun()`
will eventually call into DataTransfer for copy data from GPU to CPU,
and `OrtRun()` is a synchronized function, this cannot be done in normal
way.
What is Emscripten? How is the Asyncify feature resolved the problem?
> Emscripten is the C/C++ compiler for WebAssembly. It's what we use to
compile ORT and generates the WebAssembly artifacts which runs on
browsers.
>
> Asyncify is a [compiler
feature](https://emscripten.org/docs/porting/asyncify.html) that allows
calling async functions from a synchronized context. In short, it
generates code to unwind and rewind call stack to emulate async
execution. With this feature, we are able to call the async function
inside `OrtRun()` call.
## Design Overview
**Inter-op**
JSEP is doing pretty much same thing to just another EP. It exposes an
interface for inter-op with JavaScript, which is defined in
onnxruntime/wasm/js_internal_api.js:
```js
// init JSEP
Module["jsepInit"] = function (backend, alloc, free, copy, copyAsync, createKernel, releaseKernel, run) {
Module.jsepBackend = backend;
Module.jsepAlloc = alloc;
Module.jsepFree = free;
Module.jsepCopy = copy;
Module.jsepCopyAsync = copyAsync;
Module.jsepCreateKernel = createKernel;
Module.jsepReleaseKernel = releaseKernel;
Module.jsepRun = run;
};
```
This simple JavaScript snippet defines all language barrier level
functions that requires by JSEP to achieve implementing kernels and data
transfers using JavaScript inside ONNX Runtime:
- `jsepBackend`: assign the singleton object to webassembly module
- `jsepAlloc` and `jsepFree`: implementation of data transfer's Alloc()
and Free()
- `jsepCopy`: synchronized copy ( GPU to GPU, CPU to GPU)
- `jsepCopyAsync`: asynchronized copy ( GPU to CPU)
- `jsepCreateKernel` and `jsepReleaseKernel`: a corresponding object
that maintained in JS to match lifecycle of Kernel in ORT
- `jsepRun`: OpKernel::Compute() should call into this
The abstraction above allows to tie as little as possible connections
and dependencies between C/C++ and TypeScript/JavaScript.
**Resource Management**
Lifecycle of tensor data and kernels are managed by ORT(C/C++) but the
implementation are left to JavaScript. JavaScript code are responsible
to implement the callbacks correctly.
For WebGPU, the GPU data is managed by JavaScript using a singleton map
(tensot_data_id => GPUBuffer). GPU pipeline is managed as singleton.
Shaders are managed using a singletonmap (shader_key => gpu_program),
while shader_key is generated by cache_key (OP specific, including
attributes) and input shapes.
**about data transfer**
`js::DataTransfer::CopyTensor` implemented to call either synchronized
or asynchronized copy callback, depending on the destination is GPU or
not. Emscripten's macro `EM_ASYNC_JS` is used to wrap the async function
to be called in the synchronized context.
**run kernel in JS**
Kernel class constructor calls once `jsepCreateKernel()` with an
optional per-kernel specific serialization to pass attributes into
JavaScript.
`Compute()` are implemented in a way that a metadata serialization is
performed in a base class and JavaScript code can access the data using
the Emscripten specific builtin macro `EM_ASM_*`.
**disabled features**
memory pattern is force disabled, because the WebGPU data is not
presented by a general memory model (a buffer can be represented by
offset + size).
concurrent run support is disabled. WebGPU is stateful and it also has
async function call. To support concurrent run will significantly
increase the complexity and we don't get any real benefit from it.
**prefer channels last**
JSEP prefers channels last and returns `DataLayout::NHWC` in method
`GetPreferredLayout()`. This will let the graph transformers to
preprocess the graph into a channels last form so that a more optimized
WebGPU shader can be used.
**Testing code**
It's impossible to test JSEP directly because JSEP itself does not
contain any kernel implementation. However, it has the kernel
registration which need to work together with the corresponding
JavaScript code. There are unit tests that run onnx models from
JavaScript API.
---------
Co-authored-by: Scott McKay <skottmckay@gmail.com>