Texture2D implements GPUObject. PiperOrigin-RevId: 317752276 Change-Id: Id1c66b2f6ca7b70475cc82abc422935fc3f1a251 |
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cl | ||
common | ||
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java/src/main | ||
metal | ||
api.cc | ||
api.h | ||
BUILD | ||
delegate.cc | ||
delegate.h | ||
gl_delegate.cc | ||
gl_delegate.h | ||
metal_delegate_internal.h | ||
metal_delegate.h | ||
metal_delegate.mm | ||
README.md | ||
spi.h |
TFLite on GPU
TensorFlow Lite (TFLite) supports several hardware accelerators. This document describes how to use the GPU backend using the TFLite delegate APIs on Android and iOS.
GPUs are designed to have high throughput for massively parallelizable workloads. Thus, they are well-suited for deep neural nets which consists of a huge number of operators, each working on some input tensor(s) that can be easily divided into smaller workloads and carried out in parallel, typically resulting in lower latency. In the best scenario, inference on the GPU may now run fast enough and now become suitable for real-time applications if it was not before.
GPUs do their computation with 16-bit or 32-bit floating point numbers and do not require quantization for optimal performance unlike the CPUs. If quantization of your neural network was not an option due to lower accuracy caused by lost precision, such concern can be discarded when running deep neural net models on the GPU.
Another benefit that comes with GPU inference is its power efficiency. GPUs carry out the computations in a very efficient and optimized way, so that they consume less power and generate less heat than when the same task is run on the CPUs.
TFLite on GPU supports the following ops in 16-bit and 32-bit float precision:
ADD v1
AVERAGE_POOL_2D v1
CONCATENATION v1
CONV_2D v1
DEPTHWISE_CONV_2D v1-2
EXP v1
FULLY_CONNECTED v1
LOGISTIC v1
LSTM v2 (Basic LSTM only)
MAX_POOL_2D v1
MAXIMUM v1
MINIMUM v1
MUL v1
PAD v1
PRELU v1
RELU v1
RELU6 v1
RESHAPE v1
RESIZE_BILINEAR v1-3
SOFTMAX v1
STRIDED_SLICE v1
SUB v1
TRANSPOSE_CONV v1
Basic Usage
Using TFLite on GPU is as simple as getting the GPU delegate via
TfLiteGpuDelegateV2Create()
and then passing it to
Interpreter::ModifyGraphWithDelegate()
instead of calling
Interpreter::AllocateTensors()
:
////////
// Set up interpreter.
auto model = FlatBufferModel::BuildFromFile(model_path);
ops::builtin::BuiltinOpResolver op_resolver;
std::unique_ptr<Interpreter> interpreter;
InterpreterBuilder(*model, op_resolver)(&interpreter);
////////
// NEW: Prepare GPU delegate.
auto* delegate = TfLiteGpuDelegateV2Create(/*default options=*/nullptr);
if (interpreter->ModifyGraphWithDelegate(delegate) != kTfLiteOk) return;
////////
// Run inference.
WriteToInputTensor(interpreter->typed_input_tensor<float>(0));
if (interpreter->Invoke() != kTfLiteOk) return;
ReadFromOutputTensor(interpreter->typed_output_tensor<float>(0));
////////
// Clean up.
TfLiteGpuDelegateV2Delete(delegate);
IMPORTANT: When calling Interpreter::ModifyGraphWithDelegate()
or
Interpreter::Invoke()
, the caller must have a EGLContext
in the current
thread and Interpreter::Invoke()
must be called from the same EGLContext
.
If such EGLContext
does not exist, the delegate will internally create one,
but then the developer must ensure that Interpreter::Invoke()
is always called
from the same thread Interpreter::ModifyGraphWithDelegate()
was called.
Building and Runtime
TFLite GPU backend uses OpenGL ES 3.1 compute shaders or OpenCL.
bazel build --config android_arm64 //path/to/your:project
Metal shaders are used for iOS, which were introduced with iOS 8. Thus, compilation flags should look like:
bazel build --config ios_arm64 //path/to/your:project
Advanced Usage: Delegate Options
There are GPU options that can be set and passed on to
TfLiteGpuDelegateCreate()
. When option is set to nullptr
as shown in the
Basic Usage, it translates to:
const TfLiteGpuDelegateOptionsV2 kDefaultOptions =
TfLiteGpuDelegateOptionsV2Default();
Similar for NewTfLiteMetalDelegate()
:
const TfLiteMetalDelegateOptions kDefaultOptions = {
.precision_loss_allowed = 0, // false
.wait_type = TFLITE_METAL_WAIT_TYPE_SLEEP,
};
While it is convenient to just supply nullptr
, it is recommended to explicitly
set the options to avoid any unexpected artifacts in case default values are
changed.
IMPORTANT: Note that the default option does not allow precision loss, and
thus may not be the fastest. For faster execution, you may want to set
precision_loss_allowed
to 1
for FP16 execution.
Tips and Tricks
-
Some operations that are trivial on CPU side may be high cost in GPU land. One class of such operation is various forms of reshape operations (including
BATCH_TO_SPACE
,SPACE_TO_BATCH
,SPACE_TO_DEPTH
, etc.). If those ops are inserted into the network just for the network architect's logical thinking, it is worth removing them for performance. -
On GPU, tensor data is sliced into 4-channels. Thus, a computation on a tensor of shape
[B, H, W, 5]
will perform about the same on a tensor of shape[B, H, W, 8]
, but significantly worse than[B, H, W, 4]
. -
In that sense, if the camera hardware supports image frames in RGBA, feeding that 4-channel input is significantly faster as a memory copy (from 3-channel RGB to 4-channel RGBX) can be avoided.
-
For performance best practices, do not hesitate to re-train your classifier with mobile-optimized network architecture. That is a significant part of optimization for on-device inference.
Publication
- On-Device Neural Net Inference with Mobile GPUs
- Juhyun Lee, Nikolay Chirkov, Ekaterina Ignasheva, Yury Pisarchyk, Mogan Shieh, Fabio Riccardi, Raman Sarokin, Andrei Kulik, and Matthias Grundmann
- CVPR Workshop Efficient Deep Learning for Computer Vision (ECV2019)