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vulkan persistent pipeline cache and shader spirv code cache implementation #6248
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vulkan persistent pipeline cache and shader spirv code cache implementation #6248
CLV-Iclucia
wants to merge
19
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Tencent:master
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CLV-Iclucia:vulkan-persistent-pipeline-cache-dev
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…test in test_pipeline_cache
…he.h/cpp, reformat code
The binary size change of libncnn.so (bytes)
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Add Persistent Vulkan Pipeline Cache and Persistent Shader SPIR-V Cache
Changes
PipelineCache
, enabling serialization ofVkPipelineCache
data to disk and reuse across application runs.Design Considerations
Testing
Performance
In a single pipeline creation test, the time taken for creating a pipeline is reduced from 90ms to 0.4ms using the two caches across runs (mocked by creating and destroying GPU repeatedly) on my PC and this is mainly contributed by spirv code cache.
The CPU is AMD Ryzen 7 5800H and the GPU is Nvidia RTX 3060.
Impact
ncnn_version
in spirv cache header.Questions for Review
1. Cross-platform file operations
The project currently lacks a unified cross-platform file API due to using C++11 (like renaming file). I implemented platform-specific file handling within the relevant
pipelinecache.cpp
files.Would it be better to extract these into a cross-platform file module? Any recommendations or existing patterns in the project?
2. SPIR-V cache invalidation strategy
Multiple factors affect the generated SPIR-V, such as shader source,
glslang
version, and howncnn
handles device extensions and options.I combined these into a single
ncnn_version
field in the spirv code cache header to invalidate caches on changes.Is this approach sufficient? Are there better versioning or change-tracking strategies you recommend?
3. Testing and API exposure for SPIR-V cache
Exposing many interfaces to manipulate the SPIR-V cache risks complexity, yet hiding them makes thorough testing difficult.
What is the best practice here? Controlled internal APIs for testing, or relying on integration tests?
4. Security of SPIR-V cache files
If a cached SPIR-V file is maliciously altered (content and hash), there's a risk of running compromised shaders when loading the cache.
Do you have suggestions on mitigating this risk?