Reputation: 1
I am trying to create a CoreML Custom layer that runs on the GPU, using Objective-C for CoreML setup and Metal for GPU programming.
I have created the CoreML model with the custom layer and can successfully execute on the GPU, I wish to create an MTLBuffer from an input MTLTexture in my setup actual GPU execution, although I can't seem to do so, or get access to the memory address to the MTLTexture memory.
When defining a custom layer in CoreML to run on the GPU, the following function needs to be defined, with the given prototype;
(BOOL) encodeToCommandBuffer:(id<MTLCommandBuffer>)commandBuffer inputs:(NSArray<id<MTLTexture>> *)inputs outputs:(NSArray<id<MTLTexture>> *)outputs error:(NSError *__autoreleasing _Nullable *)error{
// GPU Setup, moving data, encoding, execution and so on here
}
Here, the inputs
are passed as an NSArray of MTLTexture's, we then pass these texture's on to the Metal Shader for computation. My problem is that I want to pass an MTLBuffer to the Metal Shader, which points to the input data, say inputs[0]
, but I am having troubling copying the input MTLTexture to an MTLBuffer.
I have tried using the MTLBlitCommandEncoder
to copy the data from the MTLTexture to an MTLBuffer like so;
id<MTLBuffer> test_buffer = [command_PSO.device newBufferWithLength:(8) options:MTLResourceStorageModeShared];
id <MTLBlitCommandEncoder> blitCommandEncoder = [commandBuffer blitCommandEncoder];
[blitCommandEncoder copyFromTexture:inputs[0]
sourceSlice:0
sourceLevel:0
sourceOrigin:MTLOriginMake(0, 0, 0)
sourceSize:MTLSizeMake(1, 1, 1)
toBuffer:test_buffer
destinationOffset:0
destinationBytesPerRow:8
destinationBytesPerImage:8];
[blitCommandEncoder endEncoding];
The above example should copy a single pixel from the MTLTexture, inputs[0]
, to the MTLBuffer, test_buffer
, but this is not the case.
MTLTextures, getBytes
also doesn't work as the inputs have MTLResourceStorageModePrivate
set.
When I inspect the input MTLTexture I note that the attribute buffer = <null>
and I'm wondering if this could be an issue since the texture was not created from a buffer, and perhaps doesn't store the address to memory easily, but surely we should be able to get the memory address somewhere?
For further reference, here is the input MTLTexture definition;
<CaptureMTLTexture: 0x282469500> -> <AGXA14FamilyTexture: 0x133d9bb00>
label = <none>
textureType = MTLTextureType2DArray
pixelFormat = MTLPixelFormatRGBA16Float
width = 8
height = 1
depth = 1
arrayLength = 1
mipmapLevelCount = 1
sampleCount = 1
cpuCacheMode = MTLCPUCacheModeDefaultCache
storageMode = MTLStorageModePrivate
hazardTrackingMode = MTLHazardTrackingModeTracked
resourceOptions = MTLResourceCPUCacheModeDefaultCache MTLResourceStorageModePrivate MTLResourceHazardTrackingModeTracked
usage = MTLTextureUsageShaderRead MTLTextureUsageShaderWrite
shareable = 0
framebufferOnly = 0
purgeableState = MTLPurgeableStateNonVolatile
swizzle = [MTLTextureSwizzleRed, MTLTextureSwizzleGreen, MTLTextureSwizzleBlue, MTLTextureSwizzleAlpha]
isCompressed = 0
parentTexture = <null>
parentRelativeLevel = 0
parentRelativeSlice = 0
buffer = <null>
bufferOffset = 0
bufferBytesPerRow = 0
iosurface = 0x0
iosurfacePlane = 0
allowGPUOptimizedContents = YES
label = <none>
Upvotes: 0
Views: 554
Reputation: 4376
In your snippet, destinationBytesPerRow
and destinationBytesPerImage
are calculated incorrectly. Referring to documentation
destinationBytesPerRow The stride in bytes between rows of the source texture memory. The value must be a multiple of the source texture's pixel size, in bytes. The value must be less than or equal to 32,767 multiplied by the source texture’s pixel size.
destinationBytesPerImage For 3D textures and 2D array textures, the stride in bytes between 2D images of the source buffer memory. The value must be a multiple of the source texture's pixel size, in bytes.
Your texture is 8 pixels wide and has .rgba16Float
format, so destinationBytesPerRow
should be 8 * 8. Same for destinationBytesPerImage
, it seems like it should be 64 in your case.
Upvotes: 0