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[ET-VK] Parse required extensions of shaders and check capabilities during dispatch #7576
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…uring dispatch ## Context Now that we are using GLSL/SPIR-V extensions more heavily in our shaders, there is a risk that a particular shader uses an extension that is not supported by the physical device. It is tedious to manually check that all the extensions required by a shader is supported by the device; it would be much more convenient for developers if there was an automated way to perform this check. This diff provides a solution for this. Materially, this has manifested into an issue with our internal CI tests that run on Android emulator (which uses swiftshader under the hood). If the emulator tries to compile a shader that requires the `shaderInt16` feature, then the emulator will crash. ## Solution 1. Update `ShaderInfo` to have fields indicating whether certain extensions that require device support is required. 2. Update the `gen_vulkan_spv.py` shader compilation script to parse the GLSL code and log whether aforemention extensions are needed in the generated `ShaderInfo`. 3. Introduce a new exception class, `ShaderNotSupportedError`. 4. Before dispatching, check that all extensions required by the shader is supported by the device. If not, throw the new exception class. 4. In the generated operator correctness tests, skip the test if `ShaderNotSupportedError` is thrown. Differential Revision: [D67992067](https://our.internmc.facebook.com/intern/diff/D67992067/) [ghstack-poisoned]
| 🔗 Helpful Links🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/7576
 Note: Links to docs will display an error until the docs builds have been completed. ❗ 1 Active SEVsThere are 1 currently active SEVs. If your PR is affected, please view them below: ✅ No FailuresAs of commit a29b5c7 with merge base e1c0bcf ( This comment was automatically generated by Dr. CI and updates every 15 minutes. | 
| This pull request was exported from Phabricator. Differential Revision: D67992067 | 
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    …uring dispatch (#7592) ## Context Now that we are using GLSL/SPIR-V extensions more heavily in our shaders, there is a risk that a particular shader uses an extension that is not supported by the physical device. It is tedious to manually check that all the extensions required by a shader is supported by the device; it would be much more convenient for developers if there was an automated way to perform this check. This diff provides a solution for this. Materially, this has manifested into an issue with our internal CI tests that run on Android emulator (which uses swiftshader under the hood). If the emulator tries to compile a shader that requires the `shaderInt16` feature, then the emulator will crash. ## Solution 1. Update `ShaderInfo` to have fields indicating whether certain extensions that require device support is required. 2. Update the `gen_vulkan_spv.py` shader compilation script to parse the GLSL code and log whether aforemention extensions are needed in the generated `ShaderInfo`. 3. Introduce a new exception class, `ShaderNotSupportedError`. 4. Before dispatching, check that all extensions required by the shader is supported by the device. If not, throw the new exception class. 4. In the generated operator correctness tests, skip the test if `ShaderNotSupportedError` is thrown. Differential Revision: [D67992067](https://our.internmc.facebook.com/intern/diff/D67992067/) ghstack-source-id: 260809479 Pull Request resolved: #7576 Co-authored-by: Stephen Jia <[email protected]>
## Context Follow up from #7576. Apply two "fixes" that were missed in the first diff: 1. Check device capability for Prepacking nodes as well 2. Remove conditional skips during generated operator correctness tests; rely on the device capability check to determine if a skip is needed. Differential Revision: [D68035430](https://our.internmc.facebook.com/intern/diff/D68035430/) [ghstack-poisoned]
## Context Follow up from #7576. Apply two "fixes" that were missed in the first diff: 1. Check device capability for Prepacking nodes as well 2. Remove conditional skips during generated operator correctness tests; rely on the device capability check to determine if a skip is needed. Differential Revision: [D68035430](https://our.internmc.facebook.com/intern/diff/D68035430/) ghstack-source-id: 260953918 Pull Request resolved: #7601
## Context Follow up from #7576. Apply two "fixes" that were missed in the first diff: 1. Check device capability for Prepacking nodes as well 2. Remove conditional skips during generated operator correctness tests; rely on the device capability check to determine if a skip is needed. Differential Revision: [D68035430](https://our.internmc.facebook.com/intern/diff/D68035430/) [ghstack-poisoned]
Pull Request resolved: #7601 ## Context Follow up from #7576. Apply two "fixes" that were missed in the first diff: 1. Check device capability for Prepacking nodes as well 2. Remove conditional skips during generated operator correctness tests; rely on the device capability check to determine if a skip is needed. Differential Revision: [D68035430](https://our.internmc.facebook.com/intern/diff/D68035430/) ghstack-source-id: 260961960
* [ET-VK] Parse required extensions of shaders and check capabilities during dispatch ## Context Now that we are using GLSL/SPIR-V extensions more heavily in our shaders, there is a risk that a particular shader uses an extension that is not supported by the physical device. It is tedious to manually check that all the extensions required by a shader is supported by the device; it would be much more convenient for developers if there was an automated way to perform this check. This diff provides a solution for this. Materially, this has manifested into an issue with our internal CI tests that run on Android emulator (which uses swiftshader under the hood). If the emulator tries to compile a shader that requires the `shaderInt16` feature, then the emulator will crash. ## Solution 1. Update `ShaderInfo` to have fields indicating whether certain extensions that require device support is required. 2. Update the `gen_vulkan_spv.py` shader compilation script to parse the GLSL code and log whether aforemention extensions are needed in the generated `ShaderInfo`. 3. Introduce a new exception class, `ShaderNotSupportedError`. 4. Before dispatching, check that all extensions required by the shader is supported by the device. If not, throw the new exception class. 4. In the generated operator correctness tests, skip the test if `ShaderNotSupportedError` is thrown. Differential Revision: [D67992067](https://our.internmc.facebook.com/intern/diff/D67992067/) ghstack-source-id: 260809479 Pull Request resolved: #7576 * [ET-VK][ez][buck] Simplify test buck file ## Context The targets file for the op tests define a binary and test rule for each c++ file; instead of manually defining these rules each time, create a helper function to condense the code. Differential Revision: [D67992066](https://our.internmc.facebook.com/intern/diff/D67992066/) ghstack-source-id: 260809480 Pull Request resolved: #7577 --------- Co-authored-by: Stephen Jia <[email protected]>
…uring dispatch (#7592) ## Context Now that we are using GLSL/SPIR-V extensions more heavily in our shaders, there is a risk that a particular shader uses an extension that is not supported by the physical device. It is tedious to manually check that all the extensions required by a shader is supported by the device; it would be much more convenient for developers if there was an automated way to perform this check. This diff provides a solution for this. Materially, this has manifested into an issue with our internal CI tests that run on Android emulator (which uses swiftshader under the hood). If the emulator tries to compile a shader that requires the `shaderInt16` feature, then the emulator will crash. ## Solution 1. Update `ShaderInfo` to have fields indicating whether certain extensions that require device support is required. 2. Update the `gen_vulkan_spv.py` shader compilation script to parse the GLSL code and log whether aforemention extensions are needed in the generated `ShaderInfo`. 3. Introduce a new exception class, `ShaderNotSupportedError`. 4. Before dispatching, check that all extensions required by the shader is supported by the device. If not, throw the new exception class. 4. In the generated operator correctness tests, skip the test if `ShaderNotSupportedError` is thrown. Differential Revision: [D67992067](https://our.internmc.facebook.com/intern/diff/D67992067/) ghstack-source-id: 260809479 Pull Request resolved: #7576 Co-authored-by: Stephen Jia <[email protected]>
* [ET-VK] Parse required extensions of shaders and check capabilities during dispatch ## Context Now that we are using GLSL/SPIR-V extensions more heavily in our shaders, there is a risk that a particular shader uses an extension that is not supported by the physical device. It is tedious to manually check that all the extensions required by a shader is supported by the device; it would be much more convenient for developers if there was an automated way to perform this check. This diff provides a solution for this. Materially, this has manifested into an issue with our internal CI tests that run on Android emulator (which uses swiftshader under the hood). If the emulator tries to compile a shader that requires the `shaderInt16` feature, then the emulator will crash. ## Solution 1. Update `ShaderInfo` to have fields indicating whether certain extensions that require device support is required. 2. Update the `gen_vulkan_spv.py` shader compilation script to parse the GLSL code and log whether aforemention extensions are needed in the generated `ShaderInfo`. 3. Introduce a new exception class, `ShaderNotSupportedError`. 4. Before dispatching, check that all extensions required by the shader is supported by the device. If not, throw the new exception class. 4. In the generated operator correctness tests, skip the test if `ShaderNotSupportedError` is thrown. Differential Revision: [D67992067](https://our.internmc.facebook.com/intern/diff/D67992067/) ghstack-source-id: 260809479 Pull Request resolved: #7576 * [ET-VK][ez][buck] Simplify test buck file ## Context The targets file for the op tests define a binary and test rule for each c++ file; instead of manually defining these rules each time, create a helper function to condense the code. Differential Revision: [D67992066](https://our.internmc.facebook.com/intern/diff/D67992066/) ghstack-source-id: 260809480 Pull Request resolved: #7577 --------- Co-authored-by: Stephen Jia <[email protected]>
Stack from ghstack (oldest at bottom):
Context
Now that we are using GLSL/SPIR-V extensions more heavily in our shaders, there is a risk that a particular shader uses an extension that is not supported by the physical device.
It is tedious to manually check that all the extensions required by a shader is supported by the device; it would be much more convenient for developers if there was an automated way to perform this check. This diff provides a solution for this.
Materially, this has manifested into an issue with our internal CI tests that run on Android emulator (which uses swiftshader under the hood). If the emulator tries to compile a shader that requires the
shaderInt16feature, then the emulator will crash.Solution
ShaderInfoto have fields indicating whether certain extensions that require device support is required.gen_vulkan_spv.pyshader compilation script to parse the GLSL code and log whether aforemention extensions are needed in the generatedShaderInfo.ShaderNotSupportedError.ShaderNotSupportedErroris thrown.Differential Revision: D67992067