I explained the Vector dialect and related patterns in the previous blog post. In this one let us look at a layer higher and talk about the Linalg dialect and transformations around it.
13 min read
The initial blog post in this series captured my overall take on the evolution trends of compilers and IRs. It also touched on LLVM IR, SPIR-V, and MLIR, explaining the problems they are addressing and design focuses thereof. Today I will expand on MLIR and talk about its dialect hierarchy for machine learning (ML) compilers systematically.
16 min read
Compilers are often critical components in various development toolchains that boosts developer productivity. A compiler is normally used as a monolithic black box that consumes a high-level source program and produces a semantically-equivalent low-level one. It is still structured inside though; what flows between internal layers are called intermediate representations (IRs). IRs are critical to compilers. Like there are many compilers, there are also many IRs in use. I’m fortunate to have direct experience with three major schools of IRs or infrastructures thus far—LLVM IR, SPIR-V, MLIR, particularly extensively for the last two, where I both joined development in an early stage. So I’d like to write a series of blog posts to log down my understanding of compilers and IRs. Hopefully it could be beneficial to others.
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.
36 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.
19 min read
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.
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.
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.
7 min read
This blog post discusses how HLSL matrices are translated into SPIR-V for Vulkan consumption in the SPIR-V CodeGen of DirectXShaderCompiler. It is one of the “HLSL for Vulkan” series.
13 min read