Vulkan计算与跨平台GPU¶
Vulkan是唯一在每种主流平台上运行的GPU计算API:NVIDIA、AMD、Intel、Apple(通过MoltenVK)、Android甚至浏览器(通过WebGPU)。本文件涵盖Vulkan架构、计算流水线、GLSL计算着色器编写、GPU计算程序的完整C++设置、共享内存和同步、WebGPU浏览器GPU计算以及实际ML推理示例
-
CUDA在NVIDIA硬件上主导ML训练。但并非每个部署目标都有NVIDIA GPU。移动应用运行在Qualcomm Adreno或ARM Mali GPU上。Web应用运行在浏览器中。游戏引擎需要同时支持AMD、Intel和NVIDIA。对于所有这些,Vulkan是答案。
-
Vulkan很冗长——一个"hello world"计算程序约300行C++。但这种冗长是显式控制的代价:你亲自管理每个GPU资源(内存、流水线、命令缓冲区)。这种控制以开发速度为代价换取了最高性能和可移植性。
Vulkan架构概述¶
-
Vulkan是一个由Khronos Group(创建OpenGL的同一组织)创建的低级GPU API。与CUDA(隐藏GPU资源管理)不同,Vulkan要求你显式管理:
- 实例和设备:创建Vulkan实例,枚举可用GPU,选择一个。
- 内存:显式分配GPU内存,指定内存类型(设备本地用于速度、主机可见用于CPU访问)。
- 缓冲区:创建引用已分配内存的缓冲区对象。
- 描述符集:将缓冲区绑定到着色器输入(类似计算着色器的函数参数)。
- 计算流水线:编译着色器并创建流水线对象。
- 命令缓冲区:记录GPU命令序列(绑定流水线、绑定描述符、分发计算)。
- 队列提交:将命令缓冲区提交给GPU执行。
- 同步:使用fence和barrier确保正确顺序。
-
这与CUDA的
cudaMalloc+ 内核发射模型完全不同。在CUDA中,驱动程序在幕后处理大部分。在Vulkan中,你自己做。
为什么如此冗长?¶
-
Vulkan的显式性存在有两个原因:
-
驱动程序简洁性:OpenGL驱动程序极其复杂(它们必须猜测应用程序的意图并进行相应的优化)。Vulkan将该责任转移给应用程序,使驱动程序更薄、更可预测,且更容易跨厂商正确实现。
-
性能:对内存布局、同步和命令批处理的显式控制让应用程序做出最优决策。在CUDA中,驱动程序可能插入不必要的同步。在Vulkan中,你只在需要时同步。
-
GLSL计算着色器¶
- 计算着色器是一个在GPU上运行的程序,类似CUDA内核。它用GLSL(OpenGL着色语言)编写,并编译为SPIR-V字节码(一种可移植二进制格式)。
向量加法¶
// add.comp — 编译:glslangValidator -V add.comp -o add.spv
#version 450
// Workgroup大小:每workgroup 256次调用(= CUDA中每block的线程数)
layout(local_size_x = 256) in;
// 缓冲区绑定(类似内核参数)
layout(set = 0, binding = 0) buffer InputA { float a[]; };
layout(set = 0, binding = 1) buffer InputB { float b[]; };
layout(set = 0, binding = 2) buffer Output { float c[]; };
// Push常量:小型统一数据(类似内核参数)
layout(push_constant) uniform PushConstants {
uint n; // 元素数量
};
void main() {
uint idx = gl_GlobalInvocationID.x; // 全局线程索引
if (idx < n) {
c[idx] = a[idx] + b[idx];
}
}
- 映射到CUDA概念:
| Vulkan | CUDA | 含义 |
|---|---|---|
| Workgroup | Block | 可共享内存的线程组 |
| Invocation | Thread | 单执行单元 |
gl_GlobalInvocationID |
blockIdx * blockDim + threadIdx |
全局线程索引 |
gl_LocalInvocationID |
threadIdx |
Workgroup内线程索引 |
gl_WorkGroupID |
blockIdx |
Workgroup索引 |
local_size_x |
blockDim.x |
每Workgroup线程数 |
| Storage buffer | 全局内存 | 读/写GPU内存 |
Shared memory (shared) |
__shared__ |
每Workgroup快速内存 |
| Push constant | 内核参数 | 小型统一数据 |
带共享内存的ReLU¶
// relu_shared.comp
#version 450
layout(local_size_x = 256) in;
layout(set = 0, binding = 0) buffer Input { float input_data[]; };
layout(set = 0, binding = 1) buffer Output { float output_data[]; };
layout(push_constant) uniform PushConstants { uint n; };
// 共享内存(等价于CUDA __shared__)
shared float tile[256];
void main() {
uint gid = gl_GlobalInvocationID.x;
uint lid = gl_LocalInvocationID.x;
// 加载到共享内存
if (gid < n) {
tile[lid] = input_data[gid];
}
// 屏障:等待workgroup中所有调用完成加载
barrier(); // 等价于CUDA __syncthreads()
// 计算ReLU
if (gid < n) {
output_data[gid] = max(tile[lid], 0.0);
}
}
- 对于ReLU,共享内存并非严格必要(操作是逐元素的)。但这演示了模式:加载到共享内存 → barrier → 计算 → 存储。对于需要来自相邻线程数据的操作(卷积、归约、softmax),共享内存是必需的。
并行归约(求和)¶
// reduce_sum.comp
#version 450
layout(local_size_x = 256) in;
layout(set = 0, binding = 0) buffer Input { float input_data[]; };
layout(set = 0, binding = 1) buffer Output { float partial_sums[]; };
layout(push_constant) uniform PushConstants { uint n; };
shared float sdata[256];
void main() {
uint gid = gl_GlobalInvocationID.x;
uint lid = gl_LocalInvocationID.x;
uint wgid = gl_WorkGroupID.x;
// 加载到共享内存
sdata[lid] = (gid < n) ? input_data[gid] : 0.0;
barrier();
// Workgroup内树形归约
for (uint stride = 128; stride > 0; stride >>= 1) {
if (lid < stride) {
sdata[lid] += sdata[lid + stride];
}
barrier();
}
// 线程0写入workgroup的部分和
if (lid == 0) {
partial_sums[wgid] = sdata[0];
}
}
- 这是经典的并行归约模式(与CUDA相同)。每个workgroup产生一个部分和。第二次分发将部分和归约为最终结果。树形归约每一步将活动线程减半:256 → 128 → 64 → ... → 1。
带分块的矩阵乘法¶
// matmul_tiled.comp
#version 450
#define TILE_SIZE 16
layout(local_size_x = TILE_SIZE, local_size_y = TILE_SIZE) in;
layout(set = 0, binding = 0) buffer MatA { float A[]; };
layout(set = 0, binding = 1) buffer MatB { float B[]; };
layout(set = 0, binding = 2) buffer MatC { float C[]; };
layout(push_constant) uniform PushConstants {
uint M, N, K;
};
shared float tileA[TILE_SIZE][TILE_SIZE];
shared float tileB[TILE_SIZE][TILE_SIZE];
void main() {
uint row = gl_GlobalInvocationID.y;
uint col = gl_GlobalInvocationID.x;
uint lr = gl_LocalInvocationID.y;
uint lc = gl_LocalInvocationID.x;
float sum = 0.0;
for (uint t = 0; t < (K + TILE_SIZE - 1) / TILE_SIZE; t++) {
// 将A和B的分块加载到共享内存
uint aCol = t * TILE_SIZE + lc;
uint bRow = t * TILE_SIZE + lr;
tileA[lr][lc] = (row < M && aCol < K) ? A[row * K + aCol] : 0.0;
tileB[lr][lc] = (bRow < K && col < N) ? B[bRow * N + col] : 0.0;
barrier();
// 计算部分点积
for (uint k = 0; k < TILE_SIZE; k++) {
sum += tileA[lr][k] * tileB[k][lc];
}
barrier();
}
if (row < M && col < N) {
C[row * N + col] = sum;
}
}
- 这与CUDA版本(文件04)的分块算法相同,只是GLSL语法。概念完全相同:将分块加载到共享内存,barrier,计算,barrier,重复。
C++ Vulkan设置¶
- 计算着色器是容易的部分。困难部分是创建Vulkan实例、分配内存、绑定缓冲区和提交命令的C++样板代码。以下是一个精简版的完整流水线:
// vulkan_compute.cpp — 最小但完整的Vulkan计算示例
// 编译:g++ -O3 -o vulkan_compute vulkan_compute.cpp -lvulkan
// 需要:已安装Vulkan SDK,从add.comp编译的add.spv
#include <vulkan/vulkan.h>
#include <iostream>
#include <vector>
#include <fstream>
#include <cassert>
// 辅助:读取SPIR-V文件
std::vector<uint32_t> readSPIRV(const std::string& filename) {
std::ifstream file(filename, std::ios::ate | std::ios::binary);
size_t fileSize = file.tellg();
std::vector<uint32_t> buffer(fileSize / sizeof(uint32_t));
file.seekg(0);
file.read(reinterpret_cast<char*>(buffer.data()), fileSize);
return buffer;
}
int main() {
const uint32_t N = 1024;
const size_t bufferSize = N * sizeof(float);
// ========== 1. 创建Vulkan实例 ==========
VkApplicationInfo appInfo{};
appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
appInfo.apiVersion = VK_API_VERSION_1_2;
VkInstanceCreateInfo instanceInfo{};
instanceInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instanceInfo.pApplicationInfo = &appInfo;
VkInstance instance;
vkCreateInstance(&instanceInfo, nullptr, &instance);
// ========== 2. 选择物理设备(GPU) ==========
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
std::vector<VkPhysicalDevice> devices(deviceCount);
vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
VkPhysicalDevice physicalDevice = devices[0];
// 打印GPU名称
VkPhysicalDeviceProperties props;
vkGetPhysicalDeviceProperties(physicalDevice, &props);
std::cout << "使用GPU: " << props.deviceName << "\n";
// ========== 3. 找到计算队列族 ==========
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, nullptr);
std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, queueFamilies.data());
uint32_t computeFamily = 0;
for (uint32_t i = 0; i < queueFamilyCount; i++) {
if (queueFamilies[i].queueFlags & VK_QUEUE_COMPUTE_BIT) {
computeFamily = i;
break;
}
}
// ========== 4. 创建逻辑设备和队列 ==========
float queuePriority = 1.0f;
VkDeviceQueueCreateInfo queueInfo{};
queueInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueInfo.queueFamilyIndex = computeFamily;
queueInfo.queueCount = 1;
queueInfo.pQueuePriorities = &queuePriority;
VkDeviceCreateInfo deviceInfo{};
deviceInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
deviceInfo.queueCreateInfoCount = 1;
deviceInfo.pQueueCreateInfos = &queueInfo;
VkDevice device;
vkCreateDevice(physicalDevice, &deviceInfo, nullptr, &device);
VkQueue computeQueue;
vkGetDeviceQueue(device, computeFamily, 0, &computeQueue);
// ========== 5. 分配缓冲区(A、B、C) ==========
auto createBuffer = [&](VkBuffer& buffer, VkDeviceMemory& memory) {
VkBufferCreateInfo bufInfo{};
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufInfo.size = bufferSize;
bufInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
vkCreateBuffer(device, &bufInfo, nullptr, &buffer);
VkMemoryRequirements memReqs;
vkGetBufferMemoryRequirements(device, buffer, &memReqs);
// Find host-visible memory type
VkPhysicalDeviceMemoryProperties memProps;
vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProps);
uint32_t memType = 0;
for (uint32_t i = 0; i < memProps.memoryTypeCount; i++) {
if ((memReqs.memoryTypeBits & (1 << i)) &&
(memProps.memoryTypes[i].propertyFlags &
(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT))) {
memType = i;
break;
}
}
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memReqs.size;
allocInfo.memoryTypeIndex = memType;
vkAllocateMemory(device, &allocInfo, nullptr, &memory);
vkBindBufferMemory(device, buffer, memory, 0);
};
VkBuffer bufA, bufB, bufC;
VkDeviceMemory memA, memB, memC;
createBuffer(bufA, memA);
createBuffer(bufB, memB);
createBuffer(bufC, memC);
// ========== 6. 填充输入缓冲区 ==========
float* ptrA;
vkMapMemory(device, memA, 0, bufferSize, 0, (void**)&ptrA);
for (uint32_t i = 0; i < N; i++) ptrA[i] = 1.0f;
vkUnmapMemory(device, memA);
float* ptrB;
vkMapMemory(device, memB, 0, bufferSize, 0, (void**)&ptrB);
for (uint32_t i = 0; i < N; i++) ptrB[i] = 2.0f;
vkUnmapMemory(device, memB);
// ========== 7. 创建计算流水线 ==========
auto spirvCode = readSPIRV("add.spv");
VkShaderModuleCreateInfo shaderInfo{};
shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderInfo.codeSize = spirvCode.size() * sizeof(uint32_t);
shaderInfo.pCode = spirvCode.data();
VkShaderModule shaderModule;
vkCreateShaderModule(device, &shaderInfo, nullptr, &shaderModule);
// Descriptor set layout (tells Vulkan about the buffer bindings)
VkDescriptorSetLayoutBinding bindings[3] = {};
for (int i = 0; i < 3; i++) {
bindings[i].binding = i;
bindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[i].descriptorCount = 1;
bindings[i].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
}
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 3;
layoutInfo.pBindings = bindings;
VkDescriptorSetLayout descLayout;
vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descLayout);
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(uint32_t);
VkPipelineLayoutCreateInfo pipeLayoutInfo{};
pipeLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipeLayoutInfo.setLayoutCount = 1;
pipeLayoutInfo.pSetLayouts = &descLayout;
pipeLayoutInfo.pushConstantRangeCount = 1;
pipeLayoutInfo.pPushConstantRanges = &pushRange;
VkPipelineLayout pipelineLayout;
vkCreatePipelineLayout(device, &pipeLayoutInfo, nullptr, &pipelineLayout);
VkComputePipelineCreateInfo pipeInfo{};
pipeInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
pipeInfo.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
pipeInfo.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
pipeInfo.stage.module = shaderModule;
pipeInfo.stage.pName = "main";
pipeInfo.layout = pipelineLayout;
VkPipeline pipeline;
vkCreateComputePipelines(device, VK_NULL_HANDLE, 1, &pipeInfo, nullptr, &pipeline);
// ========== 8. 描述符集 ==========
VkDescriptorPoolSize poolSize{};
poolSize.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
poolSize.descriptorCount = 3;
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.maxSets = 1;
poolInfo.poolSizeCount = 1;
poolInfo.pPoolSizes = &poolSize;
VkDescriptorPool descPool;
vkCreateDescriptorPool(device, &poolInfo, nullptr, &descPool);
VkDescriptorSetAllocateInfo descAllocInfo{};
descAllocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
descAllocInfo.descriptorPool = descPool;
descAllocInfo.descriptorSetCount = 1;
descAllocInfo.pSetLayouts = &descLayout;
VkDescriptorSet descSet;
vkAllocateDescriptorSets(device, &descAllocInfo, &descSet);
VkDescriptorBufferInfo bufInfos[3] = {
{bufA, 0, bufferSize}, {bufB, 0, bufferSize}, {bufC, 0, bufferSize}
};
VkWriteDescriptorSet writes[3] = {};
for (int i = 0; i < 3; i++) {
writes[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[i].dstSet = descSet;
writes[i].dstBinding = i;
writes[i].descriptorCount = 1;
writes[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[i].pBufferInfo = &bufInfos[i];
}
vkUpdateDescriptorSets(device, 3, writes, 0, nullptr);
// ========== 9. 记录并提交命令缓冲区 ==========
VkCommandPoolCreateInfo cmdPoolInfo{};
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
cmdPoolInfo.queueFamilyIndex = computeFamily;
VkCommandPool cmdPool;
vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &cmdPool);
VkCommandBufferAllocateInfo cmdAllocInfo{};
cmdAllocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
cmdAllocInfo.commandPool = cmdPool;
cmdAllocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
cmdAllocInfo.commandBufferCount = 1;
VkCommandBuffer cmdBuf;
vkAllocateCommandBuffers(device, &cmdAllocInfo, &cmdBuf);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vkBeginCommandBuffer(cmdBuf, &beginInfo);
vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_COMPUTE,
pipelineLayout, 0, 1, &descSet, 0, nullptr);
vkCmdPushConstants(cmdBuf, pipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT,
0, sizeof(uint32_t), &N);
vkCmdDispatch(cmdBuf, (N + 255) / 256, 1, 1);
vkEndCommandBuffer(cmdBuf);
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VkFence fence;
vkCreateFence(device, &fenceInfo, nullptr, &fence);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &cmdBuf;
vkQueueSubmit(computeQueue, 1, &submitInfo, fence);
vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX);
// ========== 10. 读取结果 ==========
float* ptrC;
vkMapMemory(device, memC, 0, bufferSize, 0, (void**)&ptrC);
std::cout << "结果: c[0]=" << ptrC[0] << " c[1]=" << ptrC[1]
<< " (期望 3.0)\n";
bool correct = true;
for (uint32_t i = 0; i < N; i++) {
if (ptrC[i] != 3.0f) { correct = false; break; }
}
std::cout << (correct ? "全部正确" : "发现错误") << "\n";
vkUnmapMemory(device, memC);
// ========== 清理(简略) ==========
vkDestroyFence(device, fence, nullptr);
vkDestroyCommandPool(device, cmdPool, nullptr);
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorPool(device, descPool, nullptr);
vkDestroyDescriptorSetLayout(device, descLayout, nullptr);
vkDestroyShaderModule(device, shaderModule, nullptr);
vkDestroyBuffer(device, bufA, nullptr); vkFreeMemory(device, memA, nullptr);
vkDestroyBuffer(device, bufB, nullptr); vkFreeMemory(device, memB, nullptr);
vkDestroyBuffer(device, bufC, nullptr); vkFreeMemory(device, memC, nullptr);
vkDestroyDevice(device, nullptr);
vkDestroyInstance(instance, nullptr);
return 0;
}
-
是的,向量加法约200行。 对比CUDA的约30行。这是显式性的代价。但注意:每行都有其目的。没有隐藏的驱动程序决策、没有隐式同步、没有意外的分配。你控制一切。
-
实践中,你会将此样板代码封装在辅助库中(或使用现有的,如vk-bootstrap、VMA用于内存分配,或kompute用于ML专注的Vulkan计算)。
Kompute:面向ML的简化Vulkan¶
- Kompute是一个开源C++库,封装了Vulkan用于GPU计算的样板代码。相同的向量加法变为:
#include <kompute/Kompute.hpp>
int main() {
kp::Manager mgr;
auto tensorA = mgr.tensor({1, 1, 1, 1, 1});
auto tensorB = mgr.tensor({2, 2, 2, 2, 2});
auto tensorC = mgr.tensor({0, 0, 0, 0, 0});
std::string shader = R"(
#version 450
layout(local_size_x = 1) in;
layout(set=0, binding=0) buffer A { float a[]; };
layout(set=0, binding=1) buffer B { float b[]; };
layout(set=0, binding=2) buffer C { float c[]; };
void main() {
uint i = gl_GlobalInvocationID.x;
c[i] = a[i] + b[i];
}
)";
auto algorithm = mgr.algorithm({tensorA, tensorB, tensorC},
kompute::Shader::compile_source(shader));
mgr.sequence()
->record<kp::OpTensorSyncDevice>({tensorA, tensorB, tensorC})
->record<kp::OpAlgoDispatch>(algorithm)
->record<kp::OpTensorSyncLocal>({tensorC})
->eval();
// tensorC现在包含[3, 3, 3, 3, 3]
}
- 可读性高得多。Kompute处理实例创建、设备选择、内存分配、描述符集和命令缓冲区管理。你专注于着色器和数据。
WebGPU:浏览器中的GPU计算¶
-
WebGPU是WebGL的后继者,从JavaScript提供现代GPU访问。它基于Vulkan(Linux/Android)、Metal(macOS/iOS)和DirectX 12(Windows),抽象平台差异。
-
WebGPU使用WGSL(WebGPU着色语言)而非GLSL:
// add.wgsl — WebGPU计算着色器
@group(0) @binding(0) var<storage, read> a: array<f32>;
@group(0) @binding(1) var<storage, read> b: array<f32>;
@group(0) @binding(2) var<storage, read_write> c: array<f32>;
@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x;
c[i] = a[i] + b[i];
}
- JavaScript设置(精简):
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
// 创建缓冲区
const bufferA = device.createBuffer({
size: N * 4, usage: GPUBufferUsage.STORAGE, mappedAtCreation: true
});
new Float32Array(bufferA.getMappedRange()).fill(1.0);
bufferA.unmap();
// ...(B和C类似)
// 从WGSL着色器创建流水线
const pipeline = device.createComputePipeline({
layout: 'auto',
compute: {
module: device.createShaderModule({ code: wgslSource }),
entryPoint: 'main'
}
});
// 分发
const encoder = device.createCommandEncoder();
const pass = encoder.beginComputePass();
pass.setPipeline(pipeline);
pass.setBindGroup(0, bindGroup);
pass.dispatchWorkgroups(Math.ceil(N / 256));
pass.end();
device.queue.submit([encoder.finish()]);
- WebGPU对ML的重要性:在浏览器中运行推理意味着没有服务器成本、无延迟、用户数据永不离开设备。像ONNX Runtime Web和Transformers.js这样的库使用WebGPU完全在客户端运行模型(包括小型LLM)。
When to Use Vulkan¶
| 场景 | 使用Vulkan? | 原因 / 替代方案 |
|---|---|---|
| ML训练 | 否 | CUDA/Triton在NVIDIA上更简单更快 |
| NVIDIA GPU推理 | 否 | TensorRT或CUDA更优 |
| AMD/Intel GPU推理 | 是 | 唯一跨厂商GPU计算选项 |
| 移动端推理 (Android) | 是 | Vulkan是Android上的标准GPU API |
| 移动端推理 (iOS) | 否 | 直接使用Metal(MoltenVK会增加开销) |
| 浏览器推理 | WebGPU | 基于Vulkan/Metal/DX12构建 |
| 游戏引擎 + ML | 是 | 引擎已使用Vulkan进行渲染 |
| 跨平台库 | 是 | 同一代码库覆盖所有GPU厂商 |
| 学习GPU编程 | 也许 | CUDA入门更简单;Vulkan教得更多 |
编码任务(使用 g++ -lvulkan 编译,需要 Vulkan SDK)¶
-
编译并运行上面的向量加法示例。修改着色器计算
c[i] = a[i] * b[i] + a[i](融合乘加)并验证结果。 -
编写一个计算着色器,使用共享内存进行归约步骤(max和sum),对一行数据应用softmax。用已知值进行测试。
// softmax.comp — compile with: glslangValidator -V softmax.comp -o softmax.spv
#version 450
#define WG_SIZE 256
layout(local_size_x = WG_SIZE) in;
layout(set = 0, binding = 0) buffer Input { float input_data[]; };
layout(set = 0, binding = 1) buffer Output { float output_data[]; };
layout(push_constant) uniform PC { uint n; };
shared float sdata[WG_SIZE];
void main() {
uint gid = gl_GlobalInvocationID.x;
uint lid = gl_LocalInvocationID.x;
// Step 1: find max (for numerical stability)
sdata[lid] = (gid < n) ? input_data[gid] : -1e30;
barrier();
for (uint s = WG_SIZE / 2; s > 0; s >>= 1) {
if (lid < s) sdata[lid] = max(sdata[lid], sdata[lid + s]);
barrier();
}
float maxVal = sdata[0];
barrier();
// Step 2: compute exp(x - max)
float expVal = (gid < n) ? exp(input_data[gid] - maxVal) : 0.0;
sdata[lid] = expVal;
barrier();
// Step 3: sum of exp values
for (uint s = WG_SIZE / 2; s > 0; s >>= 1) {
if (lid < s) sdata[lid] += sdata[lid + s];
barrier();
}
float sumExp = sdata[0];
// Step 4: normalise
if (gid < n) {
output_data[gid] = expVal / sumExp;
}
}
- 修改C++主机代码对计算着色器进行基准测试:使用Vulkan时间戳查询或CPU端fence对dispatch计时(不包括设置),并计算达到的带宽(GB/s)。