onnxruntime/js/node/script/build.ts
Arthur Islamov c262879214
Added DML and CUDA provider support in onnxruntime-node (#16050)
### Description
I've added changes to support CUDA and DML (only on Windows, on other
platforms it will throw an error)



### Motivation and Context
It fixes this feature request
https://github.com/microsoft/onnxruntime/issues/14127 which is tracked
here https://github.com/microsoft/onnxruntime/issues/14529

I was working on StableDiffusion implementation for node.js and it is
very slow on CPU, so GPU support is essential.

Here is a working demo with a patched and precompiled version
https://github.com/dakenf/stable-diffusion-nodejs

---------
2023-08-25 16:57:06 -07:00

106 lines
3.4 KiB
TypeScript

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
import {spawnSync} from 'child_process';
import * as fs from 'fs-extra';
import minimist from 'minimist';
import * as os from 'os';
import * as path from 'path';
// command line flags
const buildArgs = minimist(process.argv.slice(2));
// --config=Debug|Release|RelWithDebInfo
const CONFIG: 'Debug'|'Release'|'RelWithDebInfo' =
buildArgs.config || (os.platform() === 'win32' ? 'RelWithDebInfo' : 'Release');
if (CONFIG !== 'Debug' && CONFIG !== 'Release' && CONFIG !== 'RelWithDebInfo') {
throw new Error(`unrecognized config: ${CONFIG}`);
}
// --arch=x64|ia32|arm64|arm
const ARCH: 'x64'|'ia32'|'arm64'|'arm' = buildArgs.arch || os.arch();
if (ARCH !== 'x64' && ARCH !== 'ia32' && ARCH !== 'arm64' && ARCH !== 'arm') {
throw new Error(`unrecognized architecture: ${ARCH}`);
}
// --onnxruntime-build-dir=
const ONNXRUNTIME_BUILD_DIR = buildArgs['onnxruntime-build-dir'];
// --rebuild
const REBUILD = !!buildArgs.rebuild;
// --use_dml
const USE_DML = !!buildArgs.use_dml;
// --use_cuda
const USE_CUDA = !!buildArgs.use_cuda;
// --use_tensorrt
const USE_TENSORRT = !!buildArgs.use_tensorrt;
// --use_coreml
const USE_COREML = !!buildArgs.use_coreml;
// build path
const ROOT_FOLDER = path.join(__dirname, '..');
const BIN_FOLDER = path.join(ROOT_FOLDER, 'bin');
const BUILD_FOLDER = path.join(ROOT_FOLDER, 'build');
// if rebuild, clean up the dist folders
if (REBUILD) {
fs.removeSync(BIN_FOLDER);
fs.removeSync(BUILD_FOLDER);
}
const args = [
'cmake-js',
(REBUILD ? 'reconfigure' : 'configure'),
`--arch=${ARCH}`,
'--CDnapi_build_version=6',
`--CDCMAKE_BUILD_TYPE=${CONFIG}`,
];
if (ONNXRUNTIME_BUILD_DIR && typeof ONNXRUNTIME_BUILD_DIR === 'string') {
args.push(`--CDONNXRUNTIME_BUILD_DIR=${ONNXRUNTIME_BUILD_DIR}`);
}
if (USE_DML) {
args.push('--CDUSE_DML=ON');
}
if (USE_CUDA) {
args.push('--CDUSE_CUDA=ON');
}
if (USE_TENSORRT) {
args.push('--CDUSE_TENSORRT=ON');
}
if (USE_COREML) {
args.push('--CDUSE_COREML=ON');
}
// set CMAKE_OSX_ARCHITECTURES for macOS build
if (os.platform() === 'darwin') {
if (ARCH === 'x64') {
args.push('--CDCMAKE_OSX_ARCHITECTURES=x86_64');
} else if (ARCH === 'arm64') {
args.push('--CDCMAKE_OSX_ARCHITECTURES=arm64');
} else {
throw new Error(`architecture not supported for macOS build: ${ARCH}`);
}
}
// In Windows, "npx cmake-js configure" uses a powershell script to detect the Visual Studio installation.
// The script uses the environment variable LIB. If an invalid path is specified in LIB, the script will fail.
// So we override the LIB environment variable to remove invalid paths.
const envOverride = os.platform() === 'win32' && process.env.LIB ?
{...process.env, LIB: process.env.LIB.split(';').filter(fs.existsSync).join(';')} :
process.env;
// launch cmake-js configure
const procCmakejs = spawnSync('npx', args, {shell: true, stdio: 'inherit', cwd: ROOT_FOLDER, env: envOverride});
if (procCmakejs.status !== 0) {
if (procCmakejs.error) {
console.error(procCmakejs.error);
}
process.exit(procCmakejs.status === null ? undefined : procCmakejs.status);
}
// launch cmake to build
const procCmake =
spawnSync('cmake', ['--build', '.', '--config', CONFIG], {shell: true, stdio: 'inherit', cwd: BUILD_FOLDER});
if (procCmake.status !== 0) {
if (procCmake.error) {
console.error(procCmake.error);
}
process.exit(procCmake.status === null ? undefined : procCmake.status);
}