Posts

This blog post talks about how to generate performant code for convolution ops using MLIR’s multiple levels of abstractions and transformations. I initially created it for targeting ARM Mali GPUs in IREE. But given it is just direct tiling and vectorization, it should be widely applicable. I will walk through the lowering steps, so if you are interested to know how to organize MLIR’s various dialects/patterns together to achieve similar tasks, this blog post might also be useful.
2021-09-19
36 min read
Today I would like to describe one way to build a scalable and frictionless benchmarking pipeline for Android native libraries, aiming to support different benchmark and device variants. It is for open source projects, so it composes public services, commonly free under such conditions. The ingredients are cloud virtual machines for building, local single board computers (e.g., Raspberry Pi) for hosting Android devices and executing benchmarks, a Dana server for keeping track of benchmark results of landed changes, and Python scripts for posting benchmark comparisons to pull requests. A Buildkite pipeline chains them together and drives the full flow.
2021-08-21
9 min read
Nowadays GPUs are utilized for both graphics rendering and general-purpose compute (GPGPU). For the latter, CUDA is the indisputable leading solution. Though, with so many other GPU vendors, the quest for a GPGPU standard never stops. OpenCL was a great attempt and is used widely; but still it falls short on many aspects. Given the success of Vulkan in graphics and it being both a graphics and compute API, one would wonder whether it can actually be the next-generation GPGPU standard. I certainly believe so; but the road is not full of roses.
2021-07-25
19 min read
These days if you would like to learn about machine learning, there are abundant great resources on the web discussing model architectures and how to code and train them. Materials about inference, though, are generally much harder to find, especially for edge and mobile. You might ask, inference is just the forward pass of training, so how hard can it be? Actually, it faces lots of unique challenges, to the extent that we are basically solving completely different major problems. I have been working on inference at the edge for a while, so let me capture them in this blog post, by contrasting training and inference in the cloud.
2021-07-17
11 min read
In a previous blog post I gave a general introduction to GPU driver internals in Android/Linux systems. Following up with it, today I will explain how a specific functionality, hardware performance counter (perf counter) queries, is handled in both Qualcomm Adreno and ARM Mali drivers, by walking through the kernel driver source code.
2021-07-08
10 min read
Recently I have been working on a library that needs to directly interact with GPU kernel drivers from various vendors on Android/Linux systems. Compared to various GPU APIs, information at this level is quite sparse; so it is not a straightforward task, to say the least, and ends up requiring me to piece multiple sources together to figure out the details. So I am logging these driver internals and resources down in case it can be useful to others that are interested in these low-level bits.
2021-07-05
12 min read
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Vulkan is designed to be both a graphics and compute API. However, there is no formal definition of the compute subset from the Khronos group, the industry consortium behind Vulkan. The unified specification of Vulkan does not help here either as it contains everything, both graphics and compute. Unlike the complicated graphics subset, the compute subset is actually quite straightforward and clean. So in this blog post I try to explain what Vulkan compute is, from my point of view.
2021-06-25
16 min read
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On 2018 Vulkan Developer Day in Montréal, I gave a talk regarding “Shader Toolchain: HLSL in Vulkan”. Here are the links to the video recording, slides, and documentation/downloads for DirectX Shader Compiler (DXC) SPIR-V CodeGen.
2018-05-12
1 min read
This blog post discusses how HLSL semantic strings are translated into SPIR-V location numbers for Vulkan shader inter-stage interface matching in the SPIR-V CodeGen of DirectXShaderCompiler (DXC). It is one of the “HLSL for Vulkan” series.
2018-05-11
11 min read
This blog post discusses how to manage resources in HLSL for Vulkan, using the SPIR-V CodeGen of DirectXShaderCompiler (DXC). It is one of the “HLSL for Vulkan” series.
2018-04-24
7 min read