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aten.convolution (SlidingWindow) (#2812)
Summary: Pull Request resolved: #2812 ## The Operator `nn.Module` invocations of [`nn.Conv2d`](https://pytorch.org/docs/stable/generated/torch.nn.Conv2d.html#torch.nn.Conv2d) and [`nn.ConvTranspose2d`](https://pytorch.org/docs/stable/generated/torch.nn.ConvTranspose2d.html#torch.nn.ConvTranspose2d) get compiled to `aten.convolution.default` in the Edge Dialect, which carries the signature ``` - func: convolution(Tensor input, Tensor weight, Tensor? bias, int[] stride, SymInt[] padding, int[] dilation, bool transposed, SymInt[] output_padding, int groups) -> Tensor ``` ## Summary (cases handled) We introduce support for the convolution cases covered by [ATen-VK's default SlidingWindow implementation](https://github.com/pytorch/pytorch/blob/09c72eaa3f69f90402c86a30abf4fc621298578c/aten/src/ATen/native/vulkan/ops/Convolution.cpp#L73). This is achieved by - reusing the [existing `conv2d.glsl`](https://github.com/pytorch/pytorch/blob/09c72eaa3f69f90402c86a30abf4fc621298578c/aten/src/ATen/native/vulkan/glsl/conv2d.glsl), and - [moving special weights prepacking from CPU](https://github.com/pytorch/pytorch/blob/09c72eaa3f69f90402c86a30abf4fc621298578c/aten/src/ATen/native/vulkan/ops/Convolution.cpp#L134-L235) to the GPU in `conv2d_prepack_weights.glsl`. We also include resizing support for dynamic shapes. Note that only height and width of the input can vary. ## Cases not handled The implementation is on-par with ATen-VK's SlidingWindow. This means the following cases are missing: 1. **Groups G > 1.** Largely not covered by ATen-VK. `G = in_channels` is covered by ATen-VK's Depthwise impl and will be added soon. 2. **Batch (input) N > 1.** Not covered by ATen-VK. 3. **Padding > 0 while Dilation, Kernel > 1.** Not covered by ATen-VK. We will handle Transpose, Depthwise, and Pointwise in the rest of this stack. Reviewed By: SS-JIA Differential Revision: D55346778 fbshipit-source-id: 1ac6a41ce40da247ddd5e3a9772a21cf1525f863
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backends/vulkan/partitioner/vulkan_partitioner.py

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@@ -48,6 +48,8 @@ def is_node_supported(self, submodules, node: torch.fx.Node) -> bool:
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exir_ops.edge.aten.max_pool2d_with_indices.default,
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# Sum
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exir_ops.edge.aten.sum.dim_IntList,
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# Convolution operators
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exir_ops.edge.aten.convolution.default,
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# Other
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operator.getitem,
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]
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#version 450 core
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#define PRECISION ${PRECISION}
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#include "indexing_utils.h"
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layout(std430) buffer;
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layout(set = 0, binding = 0, ${IMAGE_FORMAT[DTYPE]}) uniform PRECISION restrict writeonly ${IMAGE_T[NDIM][DTYPE]} image_out;
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layout(set = 0, binding = 1) uniform PRECISION sampler3D image_in;
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layout(set = 0, binding = 2) uniform PRECISION sampler2D kernel_in;
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layout(set = 0, binding = 3) uniform PRECISION sampler2D bias_in;
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layout(set = 0, binding = 4) uniform PRECISION restrict OutExtents {
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uvec4 data;
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}
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out_extents;
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layout(set = 0, binding = 5) uniform PRECISION restrict InExtents {
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uvec4 data;
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}
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in_extents;
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layout(set = 0, binding = 6) uniform PRECISION restrict Params {
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ivec2 kernel_size;
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ivec2 stride;
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ivec2 padding;
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ivec2 dilation;
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}
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params;
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// If fields are separated, SwiftShader cannot identify in_group_size.
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layout(set = 0, binding = 7) uniform PRECISION restrict ExtraParams {
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ivec2 overlay_region;
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int in_group_size;
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}
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extra_params;
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layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
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/*
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* Computes a 2D convolution. Each shader invocation calculates the output at
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* a single output location.
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*/
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void main() {
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const ivec3 pos = ivec3(gl_GlobalInvocationID);
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if (any(greaterThanEqual(pos, out_extents.data.xyz))) {
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return;
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}
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// Compute the index of the top-left element of the overlay region. Negative
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// indices indicate that the top-left element is in a region added by padding.
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const ivec2 ipos = pos.xy * params.stride - params.padding;
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// Compute the start and end of the input indices to load. Padding is assumed
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// to be constant 0 padding, so reads from the padding region are skipped.
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const ivec2 start = max(ivec2(0), ipos);
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const ivec2 end = min(ipos + extra_params.overlay_region.xy, ivec2(in_extents.data.xy));
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// Compute the start of the kernel based on how far we are skipping ahead when
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// reading the input. Note that these are "canonical" indices.
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ivec2 kstart = (start - ipos) / params.dilation;
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// During prepacking, the weight tensor was rearranged in order to optimize
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// for data access linearity in this shader. Therefore we need to adjust the
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// canonical coordinates to the corresponding index in the rearranged weight
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// tensor. The x-coordinate is multipled by 4 since each group of 4 channels
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// is folded into the X axis. The y-coordinate is offset based on the z-
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// coordinate because the 2D planes were stacked atop each other vertically.
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kstart.x *= 4;
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kstart.y += pos.z * params.kernel_size.y;
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// Perform the convolution by iterating over the overlay region.
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${VEC4_T[DTYPE]} sum = texelFetch(bias_in, ivec2(pos.z, 0), 0);
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const int ic4 = extra_params.in_group_size / 4;
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for (int z4 = 0; z4 < ic4; ++z4, kstart.x += params.kernel_size.x * 4) {
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for (int y = start.y, ky = kstart.y; y < end.y; y += params.dilation.y, ++ky) {
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for (int x = start.x, kx = kstart.x; x < end.x; x += params.dilation.x, kx += 4) {
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const ${VEC4_T[DTYPE]} in_texel = texelFetch(image_in, ivec3(x, y, z4), 0);
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const ivec4 kxs = kx + ivec4(0, 1, 2, 3);
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// To explain the calculation below, the contents of in_texel and the
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// group of 4 texels loaded from kernel_in are shown:
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//
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// in_texel kernel_in
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// -x-> ---x--->
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// +---+ +----+----+----+----+
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// ^ | w | ^ | D0 | D1 | D2 | D3 |
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// | +---+ | +----+----+----+----+
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// | | z | | | C0 | C1 | C2 | C3 |
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// z +---+ z +----+----+----+----+
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// | | y | | | B0 | B1 | B2 | B3 |
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// | +---+ | +----+----+----+----+
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// | x | | A0 | A1 | A2 | A3 |
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// +---+ +----+----+----+----+
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//
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// In the kernel_in graphic, cells sharing the same letter are from
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// the same batch/output channel index, and the number denotes a unique
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// channel index. To calculate the output texel, the following
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// calculation is performed:
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//
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// +---+ +----+ +---+ +----+ +---+ +----+ +---+ +----+
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// | x | | D0 | | y | | D1 | | z | | D2 | | w | | D3 |
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// +---+ +----+ +---+ +----+ +---+ +----+ +---+ +----+
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// | x | | C0 | | y | | C1 | | z | | C2 | | w | | C3 |
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// +---+X+----+ + +---+X+----+ + +---+X+----+ + +---+X+----+
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// | x | | B0 | | y | | B1 | | z | | B2 | | w | | B3 |
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// +---+ +----+ +---+ +----+ +---+ +----+ +---+ +----+
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// | x | | A0 | | y | | A1 | | z | | A2 | | w | | A3 |
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// +---+ +----+ +---+ +----+ +---+ +----+ +---+ +----+
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//
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// which is expressed in the following statements.
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sum = fma(in_texel.xxxx, texelFetch(kernel_in, ivec2(kxs.x, ky), 0), sum);
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sum = fma(in_texel.yyyy, texelFetch(kernel_in, ivec2(kxs.y, ky), 0), sum);
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sum = fma(in_texel.zzzz, texelFetch(kernel_in, ivec2(kxs.z, ky), 0), sum);
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sum = fma(in_texel.wwww, texelFetch(kernel_in, ivec2(kxs.w, ky), 0), sum);
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}
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}
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}
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imageStore(image_out, pos, sum);
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}
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# Copyright (c) Meta Platforms, Inc. and affiliates.
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# All rights reserved.
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#
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# This source code is licensed under the BSD-style license found in the
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# LICENSE file in the root directory of this source tree.
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conv2d:
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parameter_names_with_default_values:
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NDIM: 3
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DTYPE: float
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generate_variant_forall:
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DTYPE:
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- VALUE: half
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SUFFIX: half
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- VALUE: float
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SUFFIX: float
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shader_variants:
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- NAME: conv2d
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#version 450 core
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#define PRECISION ${PRECISION}
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#include "indexing_utils.h"
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layout(std430) buffer;
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layout(set = 0, binding = 0, ${IMAGE_FORMAT[DTYPE]}) uniform PRECISION restrict writeonly ${IMAGE_T[2][DTYPE]} image_out;
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layout(set = 0, binding = 1) buffer PRECISION restrict readonly Buffer {
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${T[DTYPE]} data[];
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}
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buffer_in;
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// Corresponds to {1,4,9,24} in the example below.
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layout(set = 0, binding = 2) uniform PRECISION restrict GpuSizes {
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ivec4 data;
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}
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gpu_sizes;
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// Corresponds to {3,3,7,10} in the example below.
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layout(set = 0, binding = 3) uniform PRECISION restrict OriginalSizes {
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ivec4 data;
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}
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original_sizes;
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// Corresponds to {8,12} in the example below.
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layout(set = 0, binding = 4) uniform PRECISION restrict PaddedSizes {
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ivec2 data;
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}
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padded_sizes;
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layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
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/*
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* Computes special prepacking for a 2D convolution. Each shader invocation
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* calculates the input buffer location to read into the desired texel. This
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* packing was originally developed on CPU and that approach is described in the
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* rest of this comment. Refer to the code-level comments, for how we translate
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* it to GPU by reversing the steps.
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*
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* Consider an example weight tensor of size {10,7,3,3}. The following
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* transformations will be applied.
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*
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* 1. Pad the N and C dims so that both are a multiple of 4. In this case, 2
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* batches and 1 channel of padding are added, producing a tensor of size
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* {12,8,3,3}.
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* at::pad(x, {0,0,0,0,0,1,0,2}, "constant", 0);
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*
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* 2. Split the tensor along the C dim so that each split has 4 channels.
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* x.reshape({12,2,4,3,3});
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*
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* 3. For each split, "fold" the C dim into the W dim. Suppose the first rows
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* at H=0 of the split have values
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* 0,1,2 | 10,11,12 | 20,21,22 | 30,31,32
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*
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* where | denotes a channel boundary. Then, the goal is to combine those rows
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* into one row with the values
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* 0, 10, 20, 30, 1, 11, 21, 31, 2, 12, 22, 32
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*
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* x.permute({0,1,3,4,2}).reshape({12,2,3,12});
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*
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* 4. Stack the splits belonging to the same batch horizontally by swapping the
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* C and H dims.
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* x.permute({0,2,1,3}).reshape({12,3,24});
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*
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* 5. Repeat a similar process to "fold" the N dim into the C dim. Split along
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* the N dim so that each split has 4 batches.
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* x.reshape({3,4,3,24});
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*
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* 6. Stack the batches on each other vertically by swapping the N and C dims.
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* x.permute({1,0,2,3}).reshape({4,9,24});
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*/
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void main() {
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const ivec3 pos = ivec3(gl_GlobalInvocationID);
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const ivec4 coord = POS_TO_COORD_CHANNELS_PACKED(pos, gpu_sizes.data);
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if (any(greaterThanEqual(coord, gpu_sizes.data))) {
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return;
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}
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// As in usual staging shaders, map from GPU texel position to normal CPU
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// buffer indices: (24,9) -> (4,9,24)
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const int base_index = COORD_TO_BUFFER_IDX(coord, gpu_sizes.data);
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const ivec4 p0 =
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base_index + ivec4(0, 1, 2, 3) * STRIDE_CHANNELS_PACKED(gpu_sizes.data);
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// Re-map the normal CPU buffer indices to special indices, through a series
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// of mappings: reshape is a no-op to the underlying indices, so we only map
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// for pad and permute.
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const int Np = padded_sizes.data.y;
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const int Cp = padded_sizes.data.x;
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const int N = original_sizes.data.w;
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const int C = original_sizes.data.z;
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const int H = original_sizes.data.y;
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const int W = original_sizes.data.x;
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// Undo step 6 premute: (4,3,3,24) -> (3,4,3,24)
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// Undo step 4 permute: (12,3,2,12) -> (12,2,3,12)
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// Undo step 3 permute, part 1: (12,2,3h,3w,4) -> (12,2,3h,4,3w)
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// Undo step 3 permute, part 2: (12,2,3h,4,3w) -> (12,2,4,3h,3w)
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const ivec4 p1 = SWAP_ADJ_DIMS(p0, 4, (Np / 4), (H * Cp * W));
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const ivec4 p2 = SWAP_ADJ_DIMS(p1, H, (Cp / 4), (W * 4));
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const ivec4 p3 = SWAP_ADJ_DIMS(p2, W, 4, 1);
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const ivec4 p4 = SWAP_ADJ_DIMS(p3, H, 4, W);
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// Undo step 1 pad: (12,8,3,3) -> (10,7,3,3)
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// For values in the padded region, write zero instead of buffer data.
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const ivec4 c = p4 % (Cp * H * W) / (H * W);
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const ivec4 n = p4 / (Cp * H * W);
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const ivec4 p5 = p4 - n * (Cp - C) * H * W;
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const ivec4 mask = ivec4(greaterThanEqual(c, ivec4(C))) |
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ivec4(greaterThanEqual(n, ivec4(N)));
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${T[DTYPE]} val_x = mix(buffer_in.data[p5.x], 0, mask.x);
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${T[DTYPE]} val_y = mix(buffer_in.data[p5.y], 0, mask.y);
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${T[DTYPE]} val_z = mix(buffer_in.data[p5.z], 0, mask.z);
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${T[DTYPE]} val_w = mix(buffer_in.data[p5.w], 0, mask.w);
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${VEC4_T[DTYPE]} texel = ${VEC4_T[DTYPE]}(val_x, val_y, val_z, val_w);
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imageStore(image_out, pos.xy, texel);
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}
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# Copyright (c) Meta Platforms, Inc. and affiliates.
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# All rights reserved.
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#
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# This source code is licensed under the BSD-style license found in the
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# LICENSE file in the root directory of this source tree.
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conv2d_prepack_weights:
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parameter_names_with_default_values:
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DTYPE: float
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generate_variant_forall:
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DTYPE:
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- VALUE: half
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SUFFIX: half
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- VALUE: float
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SUFFIX: float
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shader_variants:
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- NAME: conv2d_prepack_weights

backends/vulkan/runtime/graph/ops/glsl/indexing_utils.h

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#define STRIDE_WIDTH_PACKED(vec) (1)
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#define STRIDE_HEIGHT_PACKED(vec) (vec.x)
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// Given a buffer(1-D) index cur, compute a new index where the corresponding
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// tensor(N-D)'s adjacent dimensions are swapped. The parameters x,y and plane
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// describe sizes. As an example, let's say we want to swap dimensions 0,1 for a
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// tensor of shape {4,3,2,24} to obtain {3,4,2,24}. Then, x=4, y=3 and
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// plane=2*24=48.
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#define SWAP_ADJ_DIMS(cur, x, y, plane) \
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cur + \
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plane*( \
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(1 - y) * ((cur % (x * y * plane)) / (y * plane)) + \
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(x - 1) * ((cur % (y * plane)) / plane))

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