[ET-VK] Optimize conv2d s1p0 - #14187

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sarc-acl:PWConvOptimized
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[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized

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@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

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SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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[ET-VK] Optimize conv2d s1p0 - #14187

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SS-JIA merged 5 commits into
pytorch:mainfrom
sarc-acl:PWConvOptimized
Oct 1, 2025
Merged

[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized

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@alexdean08

@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

Note: Links to docs will display an error until the docs builds have been completed.

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

@SS-JIA
SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
129 of 130 checks passed
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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[ET-VK] Optimize conv2d s1p0 - #14187

Merged
SS-JIA merged 5 commits into
pytorch:mainfrom
sarc-acl:PWConvOptimized
Oct 1, 2025
Merged

[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
pytorch:mainfrom
sarc-acl:PWConvOptimized

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@alexdean08

@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🔗 Helpful Links

🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

Note: Links to docs will display an error until the docs builds have been completed.

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

@SS-JIA
SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
129 of 130 checks passed
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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[ET-VK] Optimize conv2d s1p0 - #14187

Merged
SS-JIA merged 5 commits into
pytorch:mainfrom
sarc-acl:PWConvOptimized
Oct 1, 2025
Merged

[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized

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@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

Note: Links to docs will display an error until the docs builds have been completed.

❌ 1 New Failure

As of commit 235536e with merge base 44972ad (image):

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

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SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
129 of 130 checks passed
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

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This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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[ET-VK] Optimize conv2d s1p0 - #14187

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sarc-acl:PWConvOptimized
Oct 1, 2025
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[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

@SS-JIA
SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
129 of 130 checks passed
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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@alexdean08@facebook-github-bot@SS-JIA@pytorchbot@andreanicastro@nil-is-all
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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[ET-VK] Optimize conv2d s1p0 - #14187

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SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized
Oct 1, 2025
Merged

[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized

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@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

Note: Links to docs will display an error until the docs builds have been completed.

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

@SS-JIA
SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
129 of 130 checks passed
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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@alexdean08@facebook-github-bot@SS-JIA@pytorchbot@andreanicastro@nil-is-all
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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[ET-VK] Optimize conv2d s1p0 - #14187

Merged
SS-JIA merged 5 commits into
pytorch:mainfrom
sarc-acl:PWConvOptimized
Oct 1, 2025
Merged

[ET-VK] Optimize conv2d s1p0#14187
SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized

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@alexdean08

@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

Note: Links to docs will display an error until the docs builds have been completed.

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As of commit 235536e with merge base 44972ad (image):

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

@SS-JIA
SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
129 of 130 checks passed
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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@alexdean08@facebook-github-bot@SS-JIA@pytorchbot@andreanicastro@nil-is-all
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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[ET-VK] Optimize conv2d s1p0 - #14187

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SS-JIA merged 5 commits into
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sarc-acl:PWConvOptimized
Oct 1, 2025
Merged

[ET-VK] Optimize conv2d s1p0#14187
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sarc-acl:PWConvOptimized

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@alexdean08alexdean08 commented Sep 11, 2025

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This change improves the execution of the pointwise conv2d s1p0 shader. It does through more of a GEMM-like implementation and employing more explicit loop unrolling.

cc @SS-JIA@manuelcandales@cbilgin

@alexdean08alexdean08 added module: vulkan Issues related to the Vulkan delegate and code under backends/vulkan/ release notes: vulkan Changes to the Vulkan backend delegate labels Sep 11, 2025
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🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/14187

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@meta-clameta-claBot added the CLA Signed This label is managed by the Facebook bot. Authors need to sign the CLA before a PR can be reviewed. label Sep 11, 2025
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@SS-JIA has imported this pull request. If you are a Meta employee, you can view this in D82254889.

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Overall LGTM. Just some questions about things tried and some small requests for stylistic changes. Thanks for working on this!

Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
Comment threadbackends/vulkan/runtime/graph/ops/glsl/conv2d_pw_s1p0.glsl Outdated
outputTexel[3] += dot(inputVec, vec4(weight1OutputChannelPacked[3], weight2OutputChannelPacked[3], weight3OutputChannelPacked[3], weight4OutputChannelPacked[3]));
}

imageStore(t_out, ivec3(xIdx, yIdx, gid1), op(outputTexel, out_min, out_max));

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iiuc, previously the shader calculated 4 output texels but the new one only calculates one. Have you experimented with computing a bigger output tile? Might be something that can get us a further boost. Note that I am also ok with landing the shader in its current form though, given the perf improvement.

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I tried a bigger output tile, and on my end it's slightly slower for MobileNet's case. I believe this is due to the excessive vector registers that are used when we increase the tile size.

weight4OutputChannelPacked = texelFetch(t_kernel, ivec2(inputC * 4 + 3, gid1), 0);

const vec4 bias = texelFetch(t_bias, ivec2(out_pos_z, 0), 0);
outputTexel[0] += dot(inputVec, vec4(weight1OutputChannelPacked[0], weight2OutputChannelPacked[0], weight3OutputChannelPacked[0], weight4OutputChannelPacked[0]));

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In my experience, computing matmul-like operations with dot was not as fast as fma . Did you try computing with fma as well? Curious to know if you have had a different experience. Btw you can take a look at the infographic in the old shader's comments to see how fma can be used instead of dot.

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Just tried it on my end. For me it's essentially the exact same for me to use fma instead of dot. Might be some compiler magic happening that makes it be the same operations.

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SS-JIA merged commit b265324 into pytorch:mainOct 1, 2025
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@pytorchbot cherry-pick --onto release/1.0 -c fixnewfeature

pytorchbot pushed a commit that referenced this pull request Oct 1, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
(cherry picked from commit b265324)
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Cherry picking #14187

The cherry pick PR is at #14724 and it is recommended to link a fixnewfeature cherry pick PR with an issue. The following tracker issues are updated:

Details for Dev Infra team Raised by workflow job

@pytorchbotpytorchbot mentioned this pull request Oct 1, 2025
jirioc pushed a commit to nxp-upstream/executorch that referenced this pull request Dec 19, 2025
This change improves the execution of the pointwise conv2d s1p0 shader.
It does through more of a GEMM-like implementation and employing more
explicit loop unrolling.
cc @SS-JIA@manuelcandales@cbilgin
@xuyanwen2012
xuyanwen2012 deleted the PWConvOptimized branch June 30, 2026 21:58
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