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[ET-VK] Fake u16vecn for devserver - #6675
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## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/) [ghstack-poisoned]
🔗 Helpful Links🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/6675
Note: Links to docs will display an error until the docs builds have been completed. ✅ No FailuresAs of commit 481b41e with merge base 03b1ef2 ( This comment was automatically generated by Dr. CI and updates every 15 minutes. |
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Nov 5, 2024
## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/) ghstack-source-id: 251970874 Pull Request resolved: #6675
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This pull request was exported from Phabricator. Differential Revision: D65501674 |
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Nov 5, 2024
## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/) [ghstack-poisoned]
SS-JIA added a commit
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Nov 5, 2024
Pull Request resolved: #6675 ## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. ghstack-source-id: 251990621 @exported-using-ghexport Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/)
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This pull request was exported from Phabricator. Differential Revision: D65501674 |
## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/) [ghstack-poisoned]
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Nov 7, 2024
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This pull request was exported from Phabricator. Differential Revision: D65501674 |
SS-JIA added a commit
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Nov 7, 2024
Pull Request resolved: #6675 ## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. ghstack-source-id: 252234981 @exported-using-ghexport Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/)
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SS-JIA added a commit
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Nov 7, 2024
Pull Request resolved: #6675 ## Context Copy-pasted from the newly added `maybe_fake_u16vec3` function in the codegen script: > There is a latency benefit to using u16vecn variables to store texture position variables instead of ivecn, likely due to reduced register pressure. However, SwiftShader does not support 16 bit integer types in shaders, so this is a crude way to fallback to using ivecn to store texture positions so that testing with SwiftShader is still possible. ghstack-source-id: 252234981 @exported-using-ghexport Differential Revision: [D65501674](https://our.internmc.facebook.com/intern/diff/D65501674/) Co-authored-by: Stephen Jia <ssjia@meta.com>
SS-JIA added a commit
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Nov 12, 2024
As title. This is a follow up from #6675. Replace `uint16_t` with `int` as well as 16 bit vectorized types. Differential Revision: [D65824204](https://our.internmc.facebook.com/intern/diff/D65824204/) [ghstack-poisoned]
SS-JIA added a commit
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Nov 12, 2024
As title. This is a follow up from #6675. Replace `uint16_t` with `int` as well as 16 bit vectorized types. Differential Revision: [D65824204](https://our.internmc.facebook.com/intern/diff/D65824204/) ghstack-source-id: 253112193 Pull Request resolved: #6781
SS-JIA added a commit
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Nov 12, 2024
As title. This is a follow up from #6675. Replace `uint16_t` with `int` as well as 16 bit vectorized types. Differential Revision: [D65824204](https://our.internmc.facebook.com/intern/diff/D65824204/) ghstack-source-id: 253112193 Pull Request resolved: #6781 Co-authored-by: Stephen Jia <ssjia@meta.com>
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Context
Copy-pasted from the newly added
maybe_fake_u16vec3function in the codegen script:Differential Revision: D65501674