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by noxa
1581 days ago
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RE cooperative matrix: they have functional units (AMX/ANE) that could hopefully be exposed in MSL via something shaped like cooperative matrix and I'm pretty sure it'd be fantastic. Everything today is locked behind CoreML and Accelerate and those are poor targets for modern compiler-based approaches :( On the Vulkan side there's been rumblings of a vendor-agnostic extension for cooperative matrix and support from major vendors - at which point I'm hoping that leads to Apple wanting to show off their own HW features. RE MoltenVK: we were surprised how robust it is nowadays - we're definitely going to build out our own Metal backend for our abstraction layer but wanted to see what we could hit with the zero-code option and it's proven very useful for that! A MoltenVK build is on the order of ~12MB (last I looked) while the entire IREE runtime is 50-100KB so it's a hard pill to swallow, all other issues (security/memory consumption/startup time/etc) notwithstanding :) AFAIK the memoryless storage is only for textures and mostly useful in render passes - Vulkan has this via VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT. In a way what we do in our compiler is fuse dispatches such that they never hit memory at all so it hasn't been something we've needed yet. For heavy compute workloads more control over virtual memory would be useful, though, ala https://developer.nvidia.com/blog/introducing-low-level-gpu-... - some of the biggest performance hurdles when it comes to highly dynamic ML is around memory management (being able to zero-copy resize buffers when data-dependent shapes change would be killer). // IREE dev |
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Amen on more control over dynamic memory access patterns. It's something I'm struggling with too, and I have a feeling that whatever solution I come up with is going to be a compromise.
Keep up the good work, these are exciting times!
[1]: https://developer.apple.com/documentation/metal/mtlrendercom...