mirror of
https://github.com/nomic-ai/kompute.git
synced 2026-05-11 17:09:59 +00:00
190 lines
7.2 KiB
C++
190 lines
7.2 KiB
C++
#include <fstream>
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#include "Algorithm.hpp"
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namespace kp {
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Algorithm::Algorithm()
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{
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SPDLOG_DEBUG("Kompute Algorithm base constructor");
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}
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Algorithm::Algorithm(std::shared_ptr<vk::Device> device, std::shared_ptr<vk::CommandBuffer> commandBuffer)
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{
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SPDLOG_DEBUG("Kompute Algorithm Constructor with device");
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this->mDevice = device;
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this->mCommandBuffer = commandBuffer;
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}
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Algorithm::~Algorithm()
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{
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SPDLOG_DEBUG("Kompute Algorithm Destructor started");
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if (!this->mDevice) {
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spdlog::error(
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"Kompute Algorithm destructor reached with null Device pointer");
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return;
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}
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}
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void Algorithm::init(std::string shaderFilePath,
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std::vector<std::shared_ptr<Tensor>> tensorParams) {
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SPDLOG_DEBUG("Kompute Algorithm init started");
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// TODO: Move to util function
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this->createParameters(tensorParams);
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this->createShaderModule(shaderFilePath);
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this->createPipeline();
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}
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void Algorithm::createParameters(std::vector<std::shared_ptr<Tensor>>& tensorParams) {
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SPDLOG_DEBUG("Kompute Algorithm createParameters started");
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// TODO: Explore design for having multiple descriptor pool sizes
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std::vector<vk::DescriptorPoolSize> descriptorPoolSizes = {
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vk::DescriptorPoolSize(
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vk::DescriptorType::eStorageBuffer,
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1 // Descriptor count
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)
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};
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// TODO: Explore design for having more than 1 set configurable
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vk::DescriptorPoolCreateInfo descriptorPoolInfo(
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vk::DescriptorPoolCreateFlags(),
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1, // Max sets
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static_cast<uint32_t>(descriptorPoolSizes.size()),
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descriptorPoolSizes.data());
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SPDLOG_DEBUG("Kompute Algorithm creating descriptor pool");
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this->mDescriptorPool = std::make_shared<vk::DescriptorPool>();
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this->mDevice->createDescriptorPool(&descriptorPoolInfo, nullptr, this->mDescriptorPool.get());
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std::vector<vk::DescriptorSetLayoutBinding> descriptorSetBindings;
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// TODO: Explore allowing descriptor set bind index to be configurable by user to specify which tensors woudl go on each binding
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for (size_t i = 0; i < tensorParams.size(); i++) {
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descriptorSetBindings.push_back(
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vk::DescriptorSetLayoutBinding(
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i, // Binding index
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vk::DescriptorType::eStorageBuffer,
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1, // Descriptor count
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vk::ShaderStageFlagBits::eCompute)
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);
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}
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// This is the component that is fed into the pipeline
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutInfo(
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vk::DescriptorSetLayoutCreateFlags(),
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static_cast<uint32_t>(descriptorSetBindings.size()),
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descriptorSetBindings.data()
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);
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SPDLOG_DEBUG("Kompute Algorithm creating descriptor set layout");
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// TODO: We createa signle descriptor set layout which would have to be extended if multiple set layouts to be supported
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this->mDescriptorSetLayout = std::make_shared<vk::DescriptorSetLayout>();
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this->mDevice->createDescriptorSetLayout(&descriptorSetLayoutInfo, nullptr, this->mDescriptorSetLayout.get());
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vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo(
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*this->mDescriptorPool,
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1, // Descriptor set layout count
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this->mDescriptorSetLayout.get());
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SPDLOG_DEBUG("Kompute Algorithm allocating descriptor sets");
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std::vector<vk::DescriptorSet> descriptorSets =
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this->mDevice->allocateDescriptorSets(descriptorSetAllocateInfo);
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this->mDescriptorSet = std::make_shared<vk::DescriptorSet>();
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this->mDevice->allocateDescriptorSets(&descriptorSetAllocateInfo, this->mDescriptorSet.get());
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std::vector<vk::WriteDescriptorSet> computeWriteDescriptorSets;
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for (size_t i = 0; i < tensorParams.size(); i++) {
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vk::DescriptorBufferInfo descriptorBufferInfo =
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tensorParams[i]->constructDescriptorBufferInfo();
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// TODO: Explore design exposing the destination array element
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computeWriteDescriptorSets.push_back(
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vk::WriteDescriptorSet(
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*this->mDescriptorSet,
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i, // Destination binding
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0, // Destination array element
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1, // Descriptor count
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vk::DescriptorType::eStorageBuffer,
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nullptr, // Descriptor image info
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&descriptorBufferInfo));
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}
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SPDLOG_DEBUG("Kompute Algorithm updating descriptor sets");
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this->mDevice->updateDescriptorSets(computeWriteDescriptorSets, nullptr);
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SPDLOG_DEBUG("Kompue Algorithm successfully run init");
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}
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void Algorithm::createShaderModule(std::string shaderFilePath) {
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SPDLOG_DEBUG("Kompute Algorithm createShaderModule started");
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std::ifstream fileStream(
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shaderFilePath, std::ios::binary | std::ios::in | std::ios::ate);
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size_t shaderFileSize = fileStream.tellg();
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fileStream.seekg(0, std::ios::beg);
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char* shaderFileData = new char[shaderFileSize];
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fileStream.read(shaderFileData, shaderFileSize);
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fileStream.close();
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vk::ShaderModuleCreateInfo shaderModuleInfo(vk::ShaderModuleCreateFlags(), shaderFileSize, (uint32_t*)shaderFileData);
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this->mFreeShaderModule = true;
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this->mShaderModule = std::shared_ptr<vk::ShaderModule>();
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this->mDevice->createShaderModule(&shaderModuleInfo, nullptr, this->mShaderModule.get());
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}
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void Algorithm::createPipeline() {
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SPDLOG_DEBUG("Kompute Algorithm calling create Pipeline");
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vk::PipelineLayoutCreateInfo pipelineLayoutInfo(
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vk::PipelineLayoutCreateFlags(),
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1, // Set layout count
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this->mDescriptorSetLayout.get());
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this->mPipelineLayout = std::make_shared<vk::PipelineLayout>();
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this->mDevice->createPipelineLayout(&pipelineLayoutInfo, nullptr, this->mPipelineLayout.get());
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vk::PipelineShaderStageCreateInfo shaderStage(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eCompute, *this->mShaderModule, "main", nullptr);
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vk::ComputePipelineCreateInfo pipelineInfo(vk::PipelineCreateFlags(), shaderStage, *this->mPipelineLayout, vk::Pipeline(), 0);
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// TODO: Confirm what the best structure is with pipeline cache
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this->mFreePipelineCache = true;
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vk::PipelineCacheCreateInfo pipelineCacheInfo = vk::PipelineCacheCreateInfo();
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this->mPipelineCache = std::make_shared<vk::PipelineCache>();
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this->mDevice->createPipelineCache(&pipelineCacheInfo, nullptr, this->mPipelineCache.get());
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vk::ResultValue<vk::Pipeline> pipelineResult = this->mDevice->createComputePipeline(*this->mPipelineCache, pipelineInfo);
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if (pipelineResult.result != vk::Result::eSuccess) {
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throw std::runtime_error("Failed to create pipeline result: " + vk::to_string(pipelineResult.result));
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}
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this->mFreePipeline = true;
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this->mPipeline = std::make_shared<vk::Pipeline>(pipelineResult.value);
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}
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void Algorithm::recordDispatch(uint32_t x, uint32_t y, uint32_t z) {
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SPDLOG_DEBUG("Kompute Algorithm calling record dispatch");
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this->mCommandBuffer->bindPipeline(vk::PipelineBindPoint::eCompute, *this->mPipeline);
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this->mCommandBuffer->bindDescriptorSets(
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vk::PipelineBindPoint::eCompute,
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*this->mPipelineLayout,
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0, // First set
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*this->mDescriptorSet,
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nullptr // Dispatcher
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);
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this->mCommandBuffer->dispatch(x, y, z);
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}
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}
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