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Add 3D Texture Bandwidth metric #4336
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🔗 Helpful Links🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/4336
Note: Links to docs will display an error until the docs builds have been completed. ✅ No FailuresAs of commit e203ace with merge base b7c8378 (): This comment was automatically generated by Dr. CI and updates every 15 minutes. |
This pull request was exported from Phabricator. Differential Revision: D59980139 |
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
This pull request was exported from Phabricator. Differential Revision: D59980139 |
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, which was obtained through [ArchProbe](https://github.com/microsoft/ArchProbe), we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Reviewed By: jorgep31415 Differential Revision: D59980139
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Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, which was obtained through [ArchProbe](https://github.com/microsoft/ArchProbe), we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Reviewed By: jorgep31415 Differential Revision: D59980139
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This pull request was exported from Phabricator. Differential Revision: D59980139 |
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
8321514
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This pull request was exported from Phabricator. Differential Revision: D59980139 |
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, which was obtained through [ArchProbe](https://github.com/microsoft/ArchProbe), we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Reviewed By: jorgep31415 Differential Revision: D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Differential Revision: https://internalfb.com/D59980139
Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, which was obtained through [ArchProbe](https://github.com/microsoft/ArchProbe), we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Reviewed By: jorgep31415 Differential Revision: D59980139
This pull request was exported from Phabricator. Differential Revision: D59980139 |
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Summary: Pull Request resolved: pytorch#4336 This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer. The calculation of the texel position will depend on the dimension that is being benchmarked x : pos = ivec3(offset, 0, 0) y : pos = ivec3(0, offset, 0) z : pos = ivec3(0, 0, offset) void main() { vec4 sum = vec4(0); const uint workgroup_width = local_group_size * niter * ${NUNROLL}; uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask; int i = 0; for (; i < niter; ++i) { sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; ... ... sum *= texelFetch(A, pos, 0); offset = (offset + local_group_size) & addr_mask; } vec4 zero = vec4(i>>31); B[gl_LocalInvocationID[0]] = sum + zero; } The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID. Finally, we make sure to use the `sum` and `i ` variables so that the compiler's optimizer does not flatten the loops. For a Samsung S22, the bandwidth behaves like this for each of the dimensions. {F1767497386} Comparing the bandwidth for the X dimension to OpenCL, which was obtained through [ArchProbe](https://github.com/microsoft/ArchProbe), we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes. {F1767497972} Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes. {F1767497707} Reviewed By: jorgep31415 Differential Revision: D59980139
This pull request has been merged in ea0c017. |
Differential Revision: D59980139
Pull Request resolved: #4336
This diff introduces a profiler that obtains the maximum and minimum bandwidth for reading unique addresses from 3D textures in each of its dimensions, using the following shader, where A is a 3D texture and B is a writeonly buffer.
The calculation of the texel position will depend on the dimension that is being benchmarked
x : pos = ivec3(offset, 0, 0)
y : pos = ivec3(0, offset, 0)
z : pos = ivec3(0, 0, offset)
void main() {
vec4 sum = vec4(0);
const uint workgroup_width = local_group_size * niter * ${NUNROLL};
uint offset = (gl_WorkGroupID[0] * workgroup_width + gl_LocalInvocationID[0]) & addr_mask;
}
The address mask allows us to control how many unique addresses we are accessing. If the number of unique vectors we want to read is 3, the offset will jump between three unique addresses throughout the iterations, giving us the bandwidth for that specific size of data. If the size of the unique data read is larger than the work group size, then each run will have its own block of data to read, defined by the initial offset calculation, where the offset is obtained through the workgroup ID and the local invocation ID.
Finally, we make sure to use the
sum
andi
variables so that the compiler's optimizer does not flatten the loops.For a Samsung S22, the bandwidth behaves like this for each of the dimensions.
Comparing the bandwidth for the X dimension to OpenCL, which was obtained through ArchProbe, we can observe that, although the behavior is the same, Vulkan has an increased bandwidth for most access sizes.
Comparing to the bandwidth for buffers, we can observe that the bandwidth is similar to regular buffers, but still much smaller than UBOs at small access sizes.