pytorch/tools/test/test_vulkan_codegen.py
Stephen Jia 545d2126f6 [pt-vulkan] Enable Python code blocks in shader templates and upgrade shader template generation (#115948)
Summary:
This change makes two major improvements to PyTorch Vulkan's shader authoring workflow.

## Review Guide

There are a lot of changed files because every GLSL shader had to be touched. The majority of changes is changing

```
#define PRECISION $precision
#define FORMAT $format
```

to

```
#define PRECISION ${PRECISION}
#define FORMAT ${FORMAT}
```

due to changes in how shader templates are processed.

For reviewers, the primary functional changes to review are:

* `gen_vulkan_spv.py`
  * Majority of functional changes are in this file, which controls how shader templates are processed.
* `shader_params.yaml`
  * controls how shader variants are generated

## Python Codeblocks in Shader Templates

From now on, every compute shader (i.e. `.glsl`) is treated as a shader template. To this effect, the `templates/` folder has been removed and there is now a global `shader_params.yaml` file to describe the shader variants that should be generated for all shader templates.

**Taking inspiration from XNNPACK's [`xngen` tool](https://github.com/google/XNNPACK/blob/master/tools/xngen.py), shader templates can now use Python codeblocks**.  One example is:

```
$if not INPLACE:
  layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly image3D uOutput;
  layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput;
  layout(set = 0, binding = 2) uniform PRECISION sampler3D uOther;
  layout(set = 0, binding = 3) uniform PRECISION restrict Block {
    ivec4 output_sizes;
    ivec4 input_sizes;
    ivec4 other_sizes;
    float alpha;
  }
  uArgs;
$else:
  layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict image3D uOutput;
  layout(set = 0, binding = 1) uniform PRECISION sampler3D uOther;
  layout(set = 0, binding = 2) uniform PRECISION restrict Block {
    ivec4 output_sizes;
    ivec4 other_sizes;
    float alpha;
  }
  uArgs;
```

Another is:

```
  // PYTHON CODEBLOCK
  $if not IS_DIV:
    const int c_index = (pos.z % ((uArgs.output_sizes.z + 3) / 4)) * 4;
    if (uArgs.other_sizes.z != 1 && c_index + 3 >= uArgs.output_sizes.z) {
      ivec4 c_ind = ivec4(c_index) + ivec4(0, 1, 2, 3);
      vec4 mask = vec4(lessThan(c_ind, ivec4(uArgs.output_sizes.z)));
      other_texel = other_texel * mask + vec4(1, 1, 1, 1) - mask;
    }

  // PYTHON CODEBLOCK
  $if not INPLACE:
    ivec3 input_pos =
        map_output_pos_to_input_pos(pos, uArgs.output_sizes, uArgs.input_sizes);
    const vec4 in_texel =
        load_texel(input_pos, uArgs.output_sizes, uArgs.input_sizes, uInput);

    imageStore(uOutput, pos, OP(in_texel, other_texel, uArgs.alpha));
  $else:
    const vec4 in_texel = imageLoad(uOutput, pos);
    imageStore(uOutput, pos, OP(in_texel, other_texel, uArgs.alpha));
```

In addition to making it easier and clearer to write shader templates, this enables shaders that were previously unable to be consolidated into a single template to now be represented using a single template, such as non inplace and inplace variants of the same shader.

## `generate_variant_forall` in shader variant YAML configuration

YAML files that describe how shader variants should be generated can now use a `generate_variant_forall` field to iterate over various settings for a specific parameter for each variant defined. Example:

```
unary_op:
  parameter_names_with_default_values:
    OPERATOR: exp(X)
    INPLACE: 0
  generate_variant_forall:
    INPLACE:
      - VALUE: 0
        SUFFIX: ""
      - VALUE: 1
        SUFFIX: "inplace"
  shader_variants:
    - NAME: exp
      OPERATOR: exp(X)
    - NAME: sqrt
      OPERATOR: sqrt(X)
    - NAME: log
      OPERATOR: log(X)
```

Previously, the `inplace` variants would need to have separate `shader_variants` entries. If there are multiple variables that need to be iterated across, then all possible combinations will be generated. Would be good to take a look to see how the new YAML configuration works.

Test Plan:
There is no functional change to this diff; we only need to make sure that the generated shaders are still correct. Therefore, we only need to run `vulkan_api_test`.

```
# On Mac Laptop
buck run --target-platforms ovr_config//platform/macos:arm64-fbsource //xplat/caffe2:pt_vulkan_api_test_binAppleMac\#macosx-arm64 -c pt.vulkan_full_precision=1 -- --gtest_filter="*"
```

Reviewed By: digantdesai

Differential Revision: D52087084

Pull Request resolved: https://github.com/pytorch/pytorch/pull/115948
Approved by: https://github.com/manuelcandales
2023-12-20 05:47:33 +00:00

134 lines
3.7 KiB
Python

import tempfile
import unittest
from tools.gen_vulkan_spv import DEFAULT_ENV, SPVGenerator
####################
# Data for testing #
####################
test_shader = """
#version 450 core
#define FORMAT ${FORMAT}
#define PRECISION ${PRECISION}
#define OP(X) ${OPERATOR}
$def is_int(dtype):
$ return dtype in {"int", "int32", "int8"}
$def is_uint(dtype):
$ return dtype in {"uint", "uint32", "uint8"}
$if is_int(DTYPE):
#define VEC4_T ivec4
$elif is_uint(DTYPE):
#define VEC4_T uvec4
$else:
#define VEC4_T vec4
$if not INPLACE:
$if is_int(DTYPE):
layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly iimage3D uOutput;
layout(set = 0, binding = 1) uniform PRECISION isampler3D uInput;
$elif is_uint(DTYPE):
layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly uimage3D uOutput;
layout(set = 0, binding = 1) uniform PRECISION usampler3D uInput;
$else:
layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly image3D uOutput;
layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput;
$else:
$if is_int(DTYPE):
layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict iimage3D uOutput;
$elif is_uint(DTYPE):
layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict uimage3D uOutput;
$else:
layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict image3D uOutput;
layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
void main() {
const ivec3 pos = ivec3(gl_GlobalInvocationID);
$if not INPLACE:
VEC4_T v = texelFetch(uInput, pos, 0);
$else:
VEC4_T v = imageLoad(uOutput, pos);
$for i in range(ITER[0]):
for (int i = 0; i < ${ITER[1]}; ++i) {
v = OP(v + i);
}
imageStore(uOutput, pos, OP(v));
}
"""
test_params_yaml = """
test_shader:
parameter_names_with_default_values:
DTYPE: float
INPLACE: false
OPERATOR: X + 3
ITER: !!python/tuple [3, 5]
generate_variant_forall:
INPLACE:
- VALUE: false
SUFFIX: ""
- VALUE: true
SUFFIX: inplace
DTYPE:
- VALUE: int8
- VALUE: float
shader_variants:
- NAME: test_shader_1
- NAME: test_shader_3
OPERATOR: X - 1
ITER: !!python/tuple [3, 2]
generate_variant_forall:
DTYPE:
- VALUE: float
- VALUE: int
"""
##############
# Unit Tests #
##############
class TestVulkanSPVCodegen(unittest.TestCase):
def setUp(self) -> None:
self.tmpdir = tempfile.TemporaryDirectory()
with open(f"{self.tmpdir.name}/test_shader.glsl,", "w") as f:
f.write(test_shader)
with open(f"{self.tmpdir.name}/test_params.yaml", "w") as f:
f.write(test_params_yaml)
self.tmpoutdir = tempfile.TemporaryDirectory()
self.generator = SPVGenerator(
src_dir_paths=self.tmpdir.name, env=DEFAULT_ENV, glslc_path=None
)
def cleanUp(self) -> None:
self.tmpdir.cleanup()
self.tmpoutdir.cleanup()
def testOutputMap(self) -> None:
# Each shader variant will produce variants generated based on all possible combinations
# of the DTYPE and INPLACE parameters. test_shader_3 has fewer generated variants due to
# a custom specified generate_variant_forall field.
expected_output_shaders = {
"test_shader_1_float",
"test_shader_1_inplace_float",
"test_shader_1_inplace_int8",
"test_shader_1_int8",
"test_shader_3_float",
"test_shader_3_int",
}
actual_output_shaders = set(self.generator.output_shader_map.keys())
self.assertEqual(expected_output_shaders, actual_output_shaders)