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PoolingLayer.swift
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//
// PoolingLayer.swift
// MemkiteMetal
//
// Created by Torb Morland & Amund Tveit on 12/12/15.
// Copyright © 2015 Memkite. All rights reserved.
//
import Foundation
import Metal
func createPoolingLayerCached(layer: NSDictionary,
inputBuffer: MTLBuffer,
inputShape: [Float],
metalCommandQueue: MTLCommandQueue, metalDefaultLibrary:MTLLibrary, metalDevice:MTLDevice,
inout pool_type_caches: [Dictionary<String,String>],
inout layer_data_caches: [Dictionary<String,MTLBuffer>],
layer_number: Int,
layer_string: String) -> (MTLBuffer, MTLCommandBuffer, [Float]) {
print(" ==> createPoolingLayerCached")
let metalCommandBuffer = metalCommandQueue.commandBufferWithUnretainedReferences()
// let metalCommandBuffer = metalCommandQueue.commandBuffer()
var params = NSDictionary()
var stride:Float = 1.0
var kernel_size: Float = 1.0
var pad: Float = 0.0
var pooling_params = MetalPoolingParameters(kernel_size: kernel_size, pool_stride: stride, pad: pad)
var pool_type = 0
var h:Float = 0.0
var w:Float = 0.0
var shape:[Float] = []
var outputCount:Float = 0
var pool_width = 0
var pool_height = 0
var size_params:MetalShaderParameters = MetalShaderParameters(image_xdim:0.0, image_ydim:0.0, num_images: 0.0, filter_xdim: 0.0, filter_ydim: 0.0, num_filters: 0.0, conv_xdim: 0.0, conv_ydim: 0.0, pool_xdim: 0.0, pool_ydim: 0.0, b:0.0)
var outputBuffer:MTLBuffer
params = layer["pooling_param"] as! NSDictionary
stride = 1.0
kernel_size = 1.0
pad = 0.0
if let val = params["stride"] {
stride = val as! Float
}
if let val = params["kernel_size"] {
kernel_size = val as! Float
if val as! NSNumber != 3 {
pad = 0
}
}
pooling_params = MetalPoolingParameters(kernel_size: kernel_size, pool_stride: stride, pad: pad)
pool_type = params["pool"] as! Int
// STORE pool type in cache!
pool_type_caches[layer_number]["pool_type"] = String(pool_type)
h = ceil((inputShape[2] + 2.0 * pad - kernel_size) / stride) + 1.0
w = ceil((Float(inputShape[3]) + 2.0 * pad - kernel_size) / stride) + 1.0
shape = [inputShape[0], inputShape[1], h, w]
outputCount = shape.reduce(1, combine: *)
pool_width = Int(shape[2])
pool_height = Int(shape[3])
size_params = MetalShaderParameters(image_xdim: Float(inputShape[2]), image_ydim: Float(inputShape[3]),
num_images: Float(inputShape[0]),
filter_xdim: 1.0, filter_ydim: 1.0, num_filters: Float(inputShape[1]),
conv_xdim:0.0, conv_ydim: 0.0,
pool_xdim: Float(pool_width), pool_ydim: Float(pool_height), b:0.0)
if pool_type == 1 {
outputBuffer = addPoolingCommandToCommandBufferCached(metalCommandBuffer, poolingMethod: "avg_pool", inputBuffer: inputBuffer, outputCount: Int(outputCount), size_params: size_params, pooling_params: pooling_params, metalDefaultLibrary: metalDefaultLibrary, metalDevice:metalDevice,
layer_data_caches: &layer_data_caches, layer_number: layer_number, layer_string: layer_string)
} else {
outputBuffer = addPoolingCommandToCommandBufferCached(metalCommandBuffer, poolingMethod: "max_pool", inputBuffer: inputBuffer, outputCount: Int(outputCount), size_params: size_params, pooling_params: pooling_params,metalDefaultLibrary: metalDefaultLibrary, metalDevice: metalDevice,
layer_data_caches: &layer_data_caches, layer_number: layer_number, layer_string: layer_string)
}
//metalCommandBuffer.commit()
print(" <== createPoolingLayerCached")
return (outputBuffer, metalCommandBuffer, shape)
}
func addPoolingCommandToCommandBufferCached(commandBuffer: MTLCommandBuffer,
poolingMethod: String,
inputBuffer: MTLBuffer,
outputCount: Int,
size_params: MetalShaderParameters,
pooling_params: MetalPoolingParameters,
metalDefaultLibrary:MTLLibrary, metalDevice:MTLDevice,
inout layer_data_caches: [Dictionary<String,MTLBuffer>],
layer_number: Int,
layer_string: String) -> MTLBuffer {
print(" ==> addPoolingCommandtoCommandBufferCached")
let output = createFloatNumbersArray(outputCount)
let (_, computePipelineState, _) = setupShaderInMetalPipeline(poolingMethod, metalDefaultLibrary: metalDefaultLibrary, metalDevice: metalDevice)
let outputMetalBuffer = createOrReuseFloatMetalBuffer("outputMetalBuffer", data: output, cache: &layer_data_caches, layer_number: layer_number, metalDevice: metalDevice)
// let outputMetalBuffer = createFloatMetalBuffer(output, metalDevice: metalDevice)
let sizeParamMetalBuffer = createOrReuseShaderParametersMetalBuffer("sizeParamMetalBuffer", data: size_params, cache: &layer_data_caches, layer_number: layer_number, metalDevice: metalDevice)
// let sizeParamMetalBuffer = createShaderParametersMetalBuffer(size_params, metalDevice: metalDevice)
// let poolingParamMetalBuffer = createPoolingParametersMetalBuffer(pooling_params, metalDevice: metalDevice)
let poolingParamMetalBuffer = createOrReusePoolingParametersMetalBuffer("poolingParamMetalBuffer", data: pooling_params, cache: &layer_data_caches, layer_number: layer_number, metalDevice: metalDevice)
// Create Metal Compute Command Encoder and add input and output buffers to it
let metalComputeCommandEncoder = commandBuffer.computeCommandEncoder()
metalComputeCommandEncoder.setBuffer(outputMetalBuffer, offset: 0, atIndex: 0)
metalComputeCommandEncoder.setBuffer(inputBuffer, offset: 0, atIndex: 1)
metalComputeCommandEncoder.setBuffer(sizeParamMetalBuffer, offset: 0, atIndex: 2)
metalComputeCommandEncoder.setBuffer(poolingParamMetalBuffer, offset: 0, atIndex: 3)
// Set the shader function that Metal will use
metalComputeCommandEncoder.setComputePipelineState(computePipelineState)
// Set up thread groups on GPU
let threadsPerGroup = MTLSize(width:computePipelineState.threadExecutionWidth,height:1,depth:1)
// ensure at least 1 threadgroup
let numThreadgroups = MTLSize(width:(outputCount-1)/computePipelineState.threadExecutionWidth + 1, height:1, depth:1)
metalComputeCommandEncoder.dispatchThreadgroups(numThreadgroups, threadsPerThreadgroup: threadsPerGroup)
// Finalize configuration
metalComputeCommandEncoder.endEncoding()
print(" <== addPoolingCommandtoCommandBufferCached")
return outputMetalBuffer
}