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- #include "kompute/Core.hpp"
- #include <string>
- #include <vector>
- #include <memory>
- #include <iostream>
- #include <kompute/Kompute.hpp>
- #include <spdlog/spdlog.h>
- static std::vector<uint32_t> compileSource(const std::string& source) {
- std::ofstream file_out("tmp_kp_shader.comp");
- file_out << source;
- file_out.close();
- system(std::string("glslangValidator -V tmp_kp_shader.comp -o tmp_kp_shader.comp.spv").c_str());
- std::ifstream fileStream("tmp_kp_shader.comp.spv", std::ios::binary);
- std::vector<char> buffer;
- buffer.insert(buffer.begin(), std::istreambuf_iterator<char>(fileStream), {});
- return {(uint32_t*)buffer.data(), (uint32_t*)(buffer.data() + buffer.size())};
- }
- void kompute(const std::string &shader) {
- kp::Manager mgr;
-
- auto tensor_in_a = mgr.tensor({2., 2., 2.});
- auto tensor_in_b = mgr.tensor({1., 2., 3.});
- auto tensor_out_a = mgr.tensorT<uint32_t>({0, 0, 0});
- auto tensor_out_b = mgr.tensorT<uint32_t>({0, 0, 0});
- std::vector<std::shared_ptr<kp::Tensor>> params = {
- tensor_in_a, tensor_in_b, tensor_out_a, tensor_out_b };
- kp::Workgroup workgroup({3, 1, 1});
- std::vector<float> specConsts ({ 2 });
- std::vector<float> pushConstsA ({ 2.0 });
- std::vector<float> pushConstsB ({ 2.0 });
- auto algorith = mgr.algorithm(params,
- compileSource(shader),
- workgroup,
- specConsts,
- pushConstsA);
- mgr.sequence()
- ->record<kp::OpTensorSyncDevice>(params)
- ->record<kp::OpAlgoDispatch>(algorith)
- ->eval()
- ->record<kp::OpAlgoDispatch>(algorith, pushConstsB)
- ->eval();
- auto sq = mgr.sequence();
- sq->evalAsync<kp::OpTensorSyncLocal>(params);
- sq->evalAwait();
- fmt::print("Result A:\n");
- for (const float& elem: tensor_out_a->vector()) {
- //fmt::print("{} ", elem);
- std::cout << elem << " ";
- }
-
- fmt::print("\nResult B:\n");
- for (const float& elem: tensor_out_b->vector()) {
- //fmt::print("{} ", elem);
- std::cout << elem << " ";
- }
- }
- int main(int argc, char **argv) {
- std::string shader = (R"(
- #version 450
- layout (local_size_x = 1) in;
- layout(set = 0, binding = 0) buffer buf_in_a { float in_a[]; };
- layout(set = 0, binding = 1) buffer buf_in_b { float in_b[]; };
- layout(set = 0, binding = 2) buffer buf_out_a { float out_a[]; };
- layout(set = 0, binding = 3) buffer buf_out_b { float out_b[]; };
- layout(push_constant) uniform PushConstants {
- float val;
- }push_const;
- layout (constant_id = 0) const float const_one = 0;
- void main() {
- uint index = gl_GlobalInvocationID.x;
- out_a[index] += uint( in_a[index] * in_b[index] );
- out_b[index] += uint( const_one * push_const.val );
- }
- )");
- kompute(shader);
- }
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