Updated examples to new interface

This commit is contained in:
Alejandro Saucedo 2021-03-01 21:13:08 +00:00
parent f163aaf5e8
commit 7f686b47da
6 changed files with 410 additions and 607 deletions

173
README.md
View file

@ -48,7 +48,8 @@ Below you can find a GPU multiplication example using the C++ and Python Kompute
The C++ interface provides low level access to the native components of Kompute and Vulkan, enabling for [advanced optimizations](https://kompute.cc/overview/async-parallel.html) as well as [extension of components](https://kompute.cc/overview/reference.html).
```c++
int main() {
void kompute(const std::string& shader) {
// 1. Create Kompute Manager with default settings (device 0 and first compute compatible queue)
kp::Manager mgr;
@ -62,6 +63,42 @@ int main() {
std::vector<std::shared_ptr<kp::Tensor>> params = {tensorInA, tensorInB, tensorOutA, tensorOutB};
// 3. Create algorithm based on shader (supports buffers & push/spec constants)
kp::Workgroup workgroup({3, 1, 1});
kp::Constants specConsts({ 2 });
kp::Constants pushConstsA({ 2.0 });
kp::Constants pushConstsB({ 3.0 });
auto algorithm = mgr.algorithm(params,
kp::Shader::compile_source(shader),
workgroup,
specConsts);
// 4. Run operation synchronously using sequence
mgr.sequence()
->record<kp::OpTensorSyncDevice>(params)
->record<kp::OpAlgoDispatch>(algorithm, pushConstsA)
->record<kp::OpAlgoDispatch>(algorithm, pushConstsB)
->eval();
// 5. Sync results from the GPU asynchronously
sq = mgr.sequence()
sq->evalAsync<kp::OpTensorSyncLocal>(params);
// ... Do other work asynchronously whilst GPU finishes
sq->evalAwait();
// Prints the first output which is: { 4, 8, 12 }
for (const float& elem : tensorOutA->data()) std::cout << elem << " ";
// Prints the second output which is: { 10, 10, 10 }
for (const float& elem : tensorOutB->data()) std::cout << elem << " ";
} // Manages / releases all CPU and GPU memory resources
int main() {
// Define a raw string shader (or use the Kompute tools to compile to SPIRV / C++ header
// files). This shader shows some of the main components including constants, buffers, etc
std::string shader = (R"(
#version 450
@ -88,33 +125,8 @@ int main() {
}
)");
kp::Workgroup workgroup({3, 1, 1});
kp::Constants specConsts({ 2 });
auto algorithm = mgr.algorithm(params, kp::Shader::compile_source(shader), workgroup, specConsts);
kp::Constants pushConstsA({ 2.0 });
kp::Constants pushConstsB({ 3.0 });
// 4. Run operation synchronously using sequence
mgr.sequence()
->record<kp::OpTensorSyncDevice>(params)
->record<kp::OpAlgoDispatch>(algorithm, pushConstsA)
->record<kp::OpAlgoDispatch>(algorithm, pushConstsB)
->eval();
// 5. Sync results from the GPU asynchronously
sq = mgr.sequence()
sq->evalAsync<kp::OpTensorSyncLocal>(params);
// ... Do other work asynchronously whilst GPU finishes
sq->evalAwait();
// Prints the first output which is: { 4, 8, 12 }
for (const float& elem : tensorOutA->data()) std::cout << elem << " ";
// Prints the second output which is: { 10, 10, 10 }
for (const float& elem : tensorOutB->data()) std::cout << elem << " ";
// Run the function declared above with our raw string shader
kompute(shader);
}
```
@ -125,70 +137,77 @@ The [Python package](https://kompute.cc/overview/python-package.html) provides a
```python
# 1. Create Kompute Manager with default settings (device 0 and first compute compatible queue)
mgr = kp.Manager()
def kompute(shader):
# 1. Create Kompute Manager with default settings (device 0 and first compute compatible queue)
mgr = kp.Manager()
# 2. Create and initialise Kompute Tensors through manager
tensor_in_a = mgr.tensor([2, 2, 2])
tensor_in_b = mgr.tensor([1, 2, 3])
tensor_out_a = mgr.tensor([0, 0, 0])
tensor_out_b = mgr.tensor([0, 0, 0])
# 2. Create and initialise Kompute Tensors through manager
tensor_in_a = mgr.tensor([2, 2, 2])
tensor_in_b = mgr.tensor([1, 2, 3])
tensor_out_a = mgr.tensor([0, 0, 0])
tensor_out_b = mgr.tensor([0, 0, 0])
params = [tensor_in_a, tensor_in_b, tensor_out_a, tensor_out_b]
params = [tensor_in_a, tensor_in_b, tensor_out_a, tensor_out_b]
# 3. Create algorithm based on shader (supports buffers & push/spec constants)
shader = """
#version 450
# 3. Create algorithm based on shader (supports buffers & push/spec constants)
workgroup = (3, 1, 1)
spec_consts = [2]
push_consts_a = [2]
push_consts_b = [3]
layout (local_size_x = 1) in;
algo = mgr.algorithm(params, kp.Shader.compile_source(shader), workgroup, spec_consts)
// The input tensors bind index is relative to index in parameter passed
layout(set = 0, binding = 0) buffer buf_in_a { float in_a[]; };
layout(set = 0, binding = 1) buffer buf_in_b { float in_b[]; };
layout(set = 0, binding = 2) buffer buf_out_a { float out_a[]; };
layout(set = 0, binding = 3) buffer buf_out_b { float out_b[]; };
# 4. Run operation synchronously using sequence
(mgr.sequence()
.record(kp.OpTensorSyncDevice(params))
.record(kp.OpAlgoDispatch(algo, push_consts_a))
.record(kp.OpAlgoDispatch(algo, push_consts_b))
.eval())
// Kompute supports push constants updated on dispatch
layout(push_constant) uniform PushConstants {
float val;
} push_const;
# 5. Sync results from the GPU asynchronously
sq = mgr.sequence()
sq.eval_async(kp.OpTensorSyncLocal(params))
// Kompute also supports spec constants on initalization
layout(constant_id = 0) const float const_one = 0;
# ... Do other work asynchronously whilst GPU finishes
void main() {
uint index = gl_GlobalInvocationID.x;
out_a[index] += in_a[index] * in_b[index];
out_b[index] += const_one * push_const.val;
}
"""
sq.eval_await()
workgroup = (3, 1, 1)
spec_consts = [2]
push_consts_a = [2]
push_consts_b = [3]
# Prints the first output which is: { 4, 8, 12 }
print(tensor_out_a)
# Prints the first output which is: { 10, 10, 10 }
print(tensor_out_b)
algo = mgr.algorithm(params, kp.Shader.compile_source(shader), workgroup, spec_consts)
if __name__ == "__main__":
# 4. Run operation synchronously using sequence
(mgr.sequence()
.record(kp.OpTensorSyncDevice(params))
.record(kp.OpAlgoDispatch(algo, push_consts_a))
.record(kp.OpAlgoDispatch(algo, push_consts_b))
.eval())
# Define a raw string shader (or use the Kompute tools to compile to SPIRV / C++ header
# files). This shader shows some of the main components including constants, buffers, etc
shader = """
#version 450
# 5. Sync results from the GPU asynchronously
sq = mgr.sequence()
sq.eval_async(kp.OpTensorSyncLocal(params))
layout (local_size_x = 1) in;
# ... Do other work asynchronously whilst GPU finishes
// The input tensors bind index is relative to index in parameter passed
layout(set = 0, binding = 0) buffer buf_in_a { float in_a[]; };
layout(set = 0, binding = 1) buffer buf_in_b { float in_b[]; };
layout(set = 0, binding = 2) buffer buf_out_a { float out_a[]; };
layout(set = 0, binding = 3) buffer buf_out_b { float out_b[]; };
sq.eval_await()
// Kompute supports push constants updated on dispatch
layout(push_constant) uniform PushConstants {
float val;
} push_const;
# Prints the first output which is: { 4, 8, 12 }
print(tensor_out_a)
# Prints the first output which is: { 10, 10, 10 }
print(tensor_out_b)
// Kompute also supports spec constants on initalization
layout(constant_id = 0) const float const_one = 0;
void main() {
uint index = gl_GlobalInvocationID.x;
out_a[index] += in_a[index] * in_b[index];
out_b[index] += const_one * push_const.val;
}
"""
kompute(shader)
```