mirror of
https://github.com/saymrwulf/onnxruntime.git
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### Description This PR makes a change in WebGPU backend to validate program uniforms. It compares the uniform data that comes from the result of `getRunData()` callback from the program info, with the `ShaderHelper`'s maintained list of uniform variables. Fixes a few bugs that found by this check as well.
216 lines
10 KiB
TypeScript
216 lines
10 KiB
TypeScript
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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import {DataType} from '../../../wasm-common';
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import {TensorView} from '../../tensor-view';
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import {ShapeUtil} from '../../util';
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import {ProgramInfo, ProgramInputTensorInfoDependency, ProgramUniform} from '../types';
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import {createTensorShapeVariables, getMaxComponents, inputVariable, outputVariable, ShaderHelper, tensorTypeToWsglStorageType, UniformsArrayType} from './common';
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import {calculateOutputShape, ConvAttributes} from './conv';
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import {appendActivationUniforms, appendActivationUniformsData, getActivationSnippet} from './fuse-utils';
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/**
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* naive grouped conv implementation, supports 1d/2d conv
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* @param squeezeOutputShapeFunction - an optional function to squeeze the output shape, only used in conv1d
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*/
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export const createGroupedConvProgramInfo =
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(inputs: readonly TensorView[], attributes: ConvAttributes,
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squeezeOutputShapeFunction?: (shape: readonly number[]) => number[]): ProgramInfo => {
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const hasBias = inputs.length > 2;
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const processBias = hasBias ? 'value += b[output_channel];' : '';
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const xShape = inputs[0].dims;
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const wShape = inputs[1].dims;
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const outputChannelsPerGroup = wShape[0] / attributes.group;
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const isChannelLast = attributes.format === 'NHWC';
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const outputShape = calculateOutputShape(
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xShape, wShape, attributes.dilations, attributes.pads, attributes.strides, isChannelLast);
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const outputSize = ShapeUtil.size(outputShape);
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const programUniforms: ProgramUniform[] = [
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{type: DataType.uint32, data: outputSize}, {type: DataType.uint32, data: attributes.dilations},
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{type: DataType.uint32, data: [attributes.strides[0], attributes.strides[1]]},
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{type: DataType.uint32, data: [attributes.pads[0], attributes.pads[1]]},
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{type: DataType.uint32, data: outputChannelsPerGroup}
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];
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appendActivationUniformsData(attributes, programUniforms);
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programUniforms.push(...createTensorShapeVariables(xShape, wShape));
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const inputDependencies: ProgramInputTensorInfoDependency[] = ['rank', 'rank'];
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if (hasBias) {
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programUniforms.push(...createTensorShapeVariables(inputs[2].dims));
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inputDependencies.push('rank');
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}
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programUniforms.push(...createTensorShapeVariables(outputShape));
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const getShaderSource = (shaderHelper: ShaderHelper) => {
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const output = outputVariable('output', inputs[0].dataType, outputShape.length);
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const baseType = tensorTypeToWsglStorageType(output.type.tensor);
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const applyActivation = getActivationSnippet(attributes, output.type.value, baseType);
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const x = inputVariable('x', inputs[0].dataType, xShape.length);
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const w = inputVariable('w', inputs[1].dataType, wShape.length);
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const inputVars = [x, w];
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if (hasBias) {
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inputVars.push(inputVariable('b', inputs[2].dataType, inputs[2].dims.length));
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}
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const uniforms: UniformsArrayType = [
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{name: 'output_size', type: 'u32'}, {name: 'dilations', type: 'u32', length: attributes.dilations.length},
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{name: 'strides', type: 'u32', length: 2}, {name: 'pads', type: 'u32', length: 2},
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{name: 'output_channels_per_group', type: 'u32'}
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];
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appendActivationUniforms(attributes, uniforms);
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return `
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${shaderHelper.registerUniforms(uniforms).declareVariables(...inputVars, output)}
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${shaderHelper.mainStart()}
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${shaderHelper.guardAgainstOutOfBoundsWorkgroupSizes('uniforms.output_size')}
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let outputIndices = ${output.offsetToIndices('global_idx')};
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let batch: u32 = outputIndices[0];
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let output_channel: u32 = outputIndices[${isChannelLast ? 3 : 1}];
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let xRCCorner: vec2<u32> = vec2<u32>(outputIndices[${isChannelLast ? 1 : 2}], outputIndices[${
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isChannelLast ? 2 : 3}]) * uniforms.strides - uniforms.pads;
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let group_id: u32 = output_channel / uniforms.output_channels_per_group;
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var value: ${output.type.value} = ${output.type.value}(0);
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for (var wInChannel: u32 = 0u; wInChannel < uniforms.w_shape[1]; wInChannel++) {
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let input_channel = group_id * uniforms.w_shape[1] + wInChannel;
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for (var wHeight: u32 = 0u; wHeight < uniforms.w_shape[2]; wHeight++) {
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let xHeight = xRCCorner.x + wHeight * uniforms.dilations[0];
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if (xHeight < 0u || xHeight >= uniforms.x_shape[${isChannelLast ? 1 : 2}]) {
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continue;
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}
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for (var wWidth: u32 = 0u; wWidth < uniforms.w_shape[3]; wWidth++) {
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let xWidth = xRCCorner.y + wWidth * uniforms.dilations[1];
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if (xWidth < 0u || xWidth >= uniforms.x_shape[${isChannelLast ? 2 : 3}]) {
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continue;
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}
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let xVal = ${
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isChannelLast ? x.get('batch', 'xHeight', 'xWidth', 'input_channel') :
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x.get('batch', 'input_channel', 'xHeight', 'xWidth')};
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let wVal = ${w.get('output_channel', 'wInChannel', 'wHeight', 'wWidth')};
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value += xVal*wVal;
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}
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}
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}
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${processBias}
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${applyActivation}
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${output.setByOffset('global_idx', 'value')}
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}`;
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};
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return {
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name: 'GroupedConv',
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shaderCache: {hint: attributes.cacheKey, inputDependencies},
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getRunData: () => ({
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outputs: [{
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dims: squeezeOutputShapeFunction ? squeezeOutputShapeFunction(outputShape) : outputShape,
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dataType: inputs[0].dataType
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}],
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dispatchGroup: {x: Math.ceil(outputSize / 64 /* workgroup size */)},
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programUniforms
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}),
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getShaderSource,
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};
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};
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export const createGroupedConvVectorizeProgramInfo =
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(inputs: readonly TensorView[], attributes: ConvAttributes, outputShape: readonly number[]): ProgramInfo => {
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const hasBias = inputs.length > 2;
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const components = getMaxComponents(outputShape[3]);
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const outputNumber = getMaxComponents(outputShape[2]);
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const outputSize = ShapeUtil.size(outputShape) / components / outputNumber;
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const xShape = [inputs[0].dims[0], inputs[0].dims[1], inputs[0].dims[2], inputs[0].dims[3] / components];
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const wShape = [inputs[1].dims[0], inputs[1].dims[1], inputs[1].dims[2], inputs[1].dims[3] / components];
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const outputShapeInShader = [outputShape[0], outputShape[1], outputShape[2], outputShape[3] / components];
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const programUniforms: ProgramUniform[] = [
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{type: DataType.uint32, data: outputSize},
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{type: DataType.int32, data: [attributes.strides[0], attributes.strides[1]]},
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{type: DataType.int32, data: [attributes.pads[0], attributes.pads[1]]}
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];
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appendActivationUniformsData(attributes, programUniforms);
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programUniforms.push(...createTensorShapeVariables(xShape, wShape, outputShapeInShader));
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const xNumber = (outputNumber - 1) * attributes.strides[1] + wShape[1];
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const getShaderSource = (shaderHelper: ShaderHelper) => {
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const output = outputVariable('output', inputs[0].dataType, outputShapeInShader.length, components);
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const baseType = tensorTypeToWsglStorageType(output.type.tensor);
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const applyActivation = getActivationSnippet(attributes, output.type.value, baseType);
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const x = inputVariable('x', inputs[0].dataType, xShape.length, components);
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const w = inputVariable('w', inputs[1].dataType, wShape.length, components);
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const inputVars = [x, w];
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if (hasBias) {
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inputVars.push(inputVariable('b', inputs[2].dataType, inputs[2].dims, components));
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}
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const processBias = hasBias ? 'value += b[output_channel];' : '';
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const uniforms: UniformsArrayType = [
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{name: 'output_size', type: 'u32'},
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{name: 'strides', type: 'i32', length: 2},
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{name: 'pads', type: 'i32', length: 2},
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];
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appendActivationUniforms(attributes, uniforms);
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return `
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${shaderHelper.registerUniforms(uniforms).declareVariables(...inputVars, output)}
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${shaderHelper.mainStart()}
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${shaderHelper.guardAgainstOutOfBoundsWorkgroupSizes('uniforms.output_size')}
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let width0 = uniforms.output_shape[3];
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let output_channel = global_idx % width0;
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var index1 = global_idx / width0;
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let width1 = uniforms.output_shape[2] / ${outputNumber}u;
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let col = (index1 % width1) * ${outputNumber}u;
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index1 = index1 / width1;
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let row = index1 % uniforms.output_shape[1];
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let batch = index1 / uniforms.output_shape[1];
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let x_corner = vec2<i32>(i32(row), i32(col)) * uniforms.strides - uniforms.pads;
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var x_vals: array<${x.type.value}, ${xNumber}>;
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var values: array<${output.type.value}, ${outputNumber}>;
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let input_channel = output_channel;
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// Use constant instead of uniform can give better performance for w's height/width.
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for (var w_height: u32 = 0u; w_height < ${wShape[0]}; w_height++) {
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let x_height = x_corner.x + i32(w_height);
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if (x_height >= 0 && u32(x_height) < uniforms.x_shape[1]) {
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for (var i = 0; i < ${xNumber}; i++) {
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let x_width = x_corner.y + i;
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if (x_width >= 0 && u32(x_width) < uniforms.x_shape[2]) {
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x_vals[i] = ${x.get('batch', 'u32(x_height)', 'u32(x_width)', 'input_channel')};
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} else {
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x_vals[i] = ${x.type.value}(0);
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}
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}
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for (var w_width: u32 = 0u; w_width < ${wShape[1]}; w_width++) {
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let w_val = ${w.get('w_height', 'w_width', '0', 'output_channel')};
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for (var i = 0u; i < ${outputNumber}u; i++) {
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values[i] = fma(x_vals[i * u32(uniforms.strides[1]) + w_width], w_val, values[i]);
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}
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}
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}
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}
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for (var i = 0u; i < ${outputNumber}u; i++) {
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var value = values[i];
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${processBias}
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${applyActivation}
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${output.set('batch', 'row', 'col + i', 'output_channel', 'value')};
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}
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}`;
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};
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return {
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name: 'GroupedConv-Vectorize',
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shaderCache: {
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hint: `${attributes.cacheKey};${components};${outputNumber};${xNumber};${wShape[0]};${wShape[1]}`,
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inputDependencies: hasBias ? ['rank', 'rank', 'type'] : ['rank', 'rank']
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},
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getRunData: () => ({
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outputs: [{dims: outputShape, dataType: inputs[0].dataType}],
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dispatchGroup: {x: Math.ceil(outputSize / 64 /* workgroup size */)},
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programUniforms
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}),
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getShaderSource,
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};
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};
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