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A Highlevel Python Wrapper for Vulkan's Compute API

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Lava

Lava allows leveraging Vulkan compute shaders from Python in an easy manner without writing any C++. Like CUDA kernels, Vulkan compute shaders can be used to move heavy computation into the GPU. For most use cases Lava will expect and return numpy arrays. Overall, Lava is similar to PyCuda or PyOpenCL.

Installation

pip install lava

The Vulkan SDK needs to be installed and its environment variables need to be set. See the LunarG guide for Linux and Windows.

See release 0.4.0 for some older Vulkan SDK versions which are no longer available on the LunarG download page.

Support

Sofar lava was tested on:

  • Nvidia Tesla V100, Ubuntu 18.04 + Nvidia 415 (✓ works)
  • Nvidia 1080 GTX, Ubuntu 18.04 + Nvidia 415 (✓ works)
  • Nvidia 1080 GTX, Ubuntu 18.04 + Nvidia 396 (✗ does not work, driver issue)
  • Nvidia 1080 GTX, Windows 10 (✓ works)
  • Intel HD, Ubuntu 18.04 + Mesa (✓ works)

Features

  • Automatic memory alignment and parsing of arbitrary complex block interfaces
    • Supported: scalars (int, uint, float, double), vectors, matrices, multidimensional arrays and structs
    • Partially supported: bool
    • Not supported: dynamic arrays
    • Further supported: ssbo's and ubo's, std140 and std430 layouts
    • Multidimensional arrays of scalars, vectors or matrices are expected and parsed as respective numpy arrays
  • CPU, GPU and staged buffers
  • Intuitive shader execution
    • Block definitions are parsed from the compiled shader bytecode
    • Buffers are bound with a single line of code
    • Buffers and shaders are checked for compatibility, other sanity checks are performed

Example

Below is the lava version of Erkaman's vulkan minimal compute:

import cv2 as cv
import lava as lv
import numpy as np

# start session on first device
session = lv.Session(lv.devices()[0])

# compile glsl code
shader_path = "shader.comp"
shader = lv.Shader(session, lv.compile_glsl(shader_path))

# allocate buffer and take its definition from the shader (see glsl: float[HEIGHT][WIDTH][3] imageData)
buffer_out = lv.StagedBuffer.from_shader(session, shader, binding=0)

# compute minimum amount of work groups
work_group_size = 32
x = int(3200 / float(work_group_size) + 0.5)
y = int(2400 / float(work_group_size) + 0.5)
z = 1

# bind buffer to binding 0 (see glsl: layout(std430, binding = 0) buffer buf)
stage = lv.Stage(shader, {0: buffer_out})
stage.record(x, y, z)
stage.run_and_wait()

# retrieve output as numpy array
im = buffer_out["imageData"]

cv.imwrite("mandelbrot.png", np.around(255 * im).astype(np.uint8))
#version 450
#extension GL_ARB_separate_shader_objects : enable

#define WIDTH 3200
#define HEIGHT 2400
#define WORKGROUP_SIZE 32
layout ( local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;

layout(std430, binding = 0) buffer buf {
   float[HEIGHT][WIDTH][3] imageData;
};

void main() {
  if(gl_GlobalInvocationID.x >= WIDTH || gl_GlobalInvocationID.y >= HEIGHT)
    return;

  float x = float(gl_GlobalInvocationID.x) / float(WIDTH);
  float y = float(gl_GlobalInvocationID.y) / float(HEIGHT);

  vec2 uv = vec2(x, y);
  float n = 0.0;
  vec2 c = vec2(-.445, 0.0) + (uv - 0.5) * (2.0 + 1.7 * 0.2),
  z = vec2(0.0);
  const int M = 128;
  for (int i = 0; i < M; i++) {
    z = vec2(z.x * z.x - z.y * z.y, 2. * z.x * z.y) + c;
    if (dot(z, z) > 2) break;
    n++;
  }
  
  float t = float(n) / float(M);
  vec3 d = vec3(0.3, 0.3 ,0.5);
  vec3 e = vec3(-0.2, -0.3 ,-0.5);
  vec3 f = vec3(2.1, 2.0, 3.0);
  vec3 g = vec3(0.0, 0.1, 0.0);
  vec3 color = d + e * cos( 6.28318 * (f * t + g) );

  int xIndex = int(gl_GlobalInvocationID.x);
  int yIndex = int(gl_GlobalInvocationID.y);
  imageData[yIndex][xIndex][0] = color.r;
  imageData[yIndex][xIndex][1] = color.g;
  imageData[yIndex][xIndex][2] = color.b;
}