C
C#β€’16mo ago
DKMK100

❔ reduce CPU/GPU transfer ComputeSharp

I'm working on a project with ComputeSharp, and I'm struggling with the problem where I need to run a lot of compute shaders one after another. Is there a way to control this process from the GPU, so that my code isn't significantly slowed down? Or how should I go about this? I can't just move it all into one shader because some of them depend on the results of the previous one and there is obviously no way to synchronize.
12 Replies
DKMK100
DKMK100β€’16mo ago
I think a ComputeContext from ComputeSharp 2.0 is what I want
Buddy
Buddyβ€’16mo ago
@Sergio Maybe something for you LETSFUCKINGdood
Sergio
Sergioβ€’16mo ago
Correct, you should use that to create a single pipeline with all your shaders and execute them in a single batch πŸ™‚ Remember to also insert the appropriate barriers where needed
DKMK100
DKMK100β€’16mo ago
I wasn't able to find any documentation on those pipelines, how do they work? Also, what do I do if I need a list of texture2ds? I can't have an array on the CPU obv but there's no arrays on the GPU and the dimensions of a texture3D are too limiting Unless you think I should flatten weights into a 1d buffer? @Sergio I legit have no idea how I'm meant to store my neural net layers on the GPU...
Sergio
Sergioβ€’16mo ago
Have you read the wiki in the repo?
DKMK100
DKMK100β€’16mo ago
the regular github wiki? it doesn't seem to have much info beyond the getting started section, and none of the 5 pages even mention piplines or ComputeContext or is there another wiki I'm missing?
Sergio
Sergioβ€’16mo ago
Oh, I thought I had added wikis for that too Anyway it's relatively easy, you can see an example here: https://github.com/Sergio0694/ComputeSharp/blob/78c5ae0e6ce8acfa6c5760ade8aee997fe7089f8/samples/ComputeSharp.ImageProcessing/Processors/HlslGaussianBlurProcessor%7BTPixel%7D.cs#L107 Just create a compute context in a using, and use methods on it. There's lots of XML docs on all the APIs with more info You can also find lots of examples in the unit tests Also if you have a specific question on something I can help maybe, this otherwise is pretty general
DKMK100
DKMK100β€’16mo ago
right now I have a list of texture2D references on the CPU that I loop through and do stuff on one at a time, and the calculation depends on the previous one what I want is a way to do this without having to go back to a list on the CPU each time I don't know how I can save the data on the GPU though since the structure doesn't play nicely, do I just flatten it? as for the compute context, can I just put a loop there and run the shader in the context that many times? Or how do I set up a pipeline with a dynamic amount of steps like that? @Sergio HLSL supports a Texture2DArray, is there a way to use that from ComputeSharp? I don't see one...
Sergio
Sergioβ€’16mo ago
I don't support texture arrays, no But why are you using textures at all If you're working with ND tensors in a neural network, you'll want to just use structured buffers Textures are for when you need to do sampling, which is not the case here Use a buffer and manually index things I have a sample for this too Eg. here's a fully connected neural network layer (with no activation): https://github.com/Sergio0694/ComputeSharp/blob/78c5ae0e6ce8acfa6c5760ade8aee997fe7089f8/samples/ComputeSharp.Benchmark/Blas/BlasHelpers.cs#L84 Maybe I could build a full neural network sample with ComputeSharp at some point, even just something simple like a network to classify images from the MNIST dataset πŸ™‚
DKMK100
DKMK100β€’16mo ago
what about convolutional layers? lol textures would be pretty useful there... is there a particular reason for that? or just never found the need to? they seem pretty useful in some contexts
Sergio
Sergioβ€’16mo ago
Not really, no You'd still not need to sample, so you still don't need a texture
Accord
Accordβ€’16mo ago
Was this issue resolved? If so, run /close - otherwise I will mark this as stale and this post will be archived until there is new activity.