Processing Shaders with Kompute¶
Demo / testing function to compile shaders¶
GLSLANG was initially integrated as part of the framework but it now has been removed due to the license of the glslang pre-processor being under a custom NVIDIA license which explicitly excludes grant of any licenses to NVIDIA’s patents in the preprocessor. This is covered in more detail here: https://github.com/KomputeProject/kompute/pull/235
For users that are looking to quickly test the processors it is possible to use the function that is provided in the examples which provides a (non-thread-safe / non-robust) implementation that compiles a shader string into spirv bytes. It is not recommended to use in production but it does enable for faster iteration cycles during development.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | static std::vector<uint32_t> compileSource( const std::string& source) { std::ofstream fileOut("tmp_kp_shader.comp"); fileOut << source; fileOut.close(); if (system(std::string("glslangValidator -V tmp_kp_shader.comp -o tmp_kp_shader.comp.spv").c_str())) throw std::runtime_error("Error running glslangValidator command"); 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())}; } |
Converting Shaders into C / C++ Header Files¶
Kompute allows for shaders to be loaded directly through the kp::OpAlgoBase
as either raw strings (through shaderc) or compiled SPIRV bytes. For this latter, the traditional method of including the SPIRV bytes is by loading the SPIRV file directly and passing the contents.
The Kompute codebase has a utility that allows you to convert shader files into C++ header files containing the SPIRV header data. This is useful as it enables developers to compile the SPIRV shaders into the final binary, which avoids the need for multiple files being required.
The utility can be found under scripts/convert_shaders.py and consists primarily of a Python CLI that can be called to pass arguments.
In order to use this Python utility, you will have to first install the dependencies outlined by the scripts/requirements.txt file. You will need to have python 3 and pip3 installed.
1 | python3 -m pip install -r scripts/requirements.txt |
Once the dependencies can be installed, you can run the Python script directly through the file as python3 scripts/convert_shaders.py.
You can run python3 scripts/convert_shaders.py –help to see all the options available - namely:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | > python3 scripts/convert_shaders.py --help Usage: convert_shaders.py [OPTIONS] CLI function for shader generation Options: -p, --shader-path TEXT The path for the directory to build and convert shaders [required] -s, --shader-binary TEXT The path for the directory to build and convert shaders [required] -c, --header-path TEXT The (optional) output file for the cpp header files -v, --verbose Enable verbosity if flag is provided --help Show this message and exit. |
You can see the command that converts the shaders in the makefile to get an idea of how you would be able to use this utility.
Compiling Shaders Using CMake¶
If you are using CMake as build system you can use CMake to directly convert your compute shaders into C++ header files.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | # Consume Kompute via CMake fetch_content include(FetchContent) FetchContent_Declare(kompute GIT_REPOSITORY https://github.com/KomputeProject/kompute.git GIT_TAG 1344ece4ac278f9b3be3b4555ffaace7a032b91f) # The commit hash for a dev version before v0.9.0. Replace with the latest from: https://github.com/KomputeProject/kompute/releases FetchContent_MakeAvailable(kompute) include_directories(${kompute_SOURCE_DIR}/src/include) # Add to the list, so CMake can later find the code to compile shaders to header files list(APPEND CMAKE_PREFIX_PATH "${kompute_SOURCE_DIR}/cmake") # To add more shaders simply copy the vulkan_compile_shader command and replace it with your new shader vulkan_compile_shader(INFILE my_shader.comp OUTFILE my_shader.hpp NAMESPACE "shader" RELATIVE_PATH "${kompute_SOURCE_DIR}/cmake") # vulkan_compile_shader(INFILE my_shader2.comp # OUTFILE my_shader2.hpp # NAMESPACE "shader" # RELATIVE_PATH "${kompute_SOURCE_DIR}/cmake") # Then add it to the library, so you can access it later in your code add_library(shader INTERFACE "${CMAKE_CURRENT_BINARY_DIR}/my_shader.hpp" # "${CMAKE_CURRENT_BINARY_DIR}/my_shader2.hpp" ) target_include_directories(shader INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_BINARY_DIR}>) |
Once your code then compiles, you can simply include and use your shader header files.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | #include <kompute/kompute.hpp> #include "my_shader.hpp" int main() { // [...] const std::vector<std::shared_ptr<kp::Tensor>> params = ... const std::vector<uint32_t> shader = std::vector<uint32_t>(shader::MY_SHADER_COMP_SPV.begin(), shader::MY_SHADER_COMP_SPV.end()); std::shared_ptr<kp::Algorithm> algo = mgr.algorithm(params, shader); // [...] } |