首页 > 解决方案 > 将数字添加到数组值时,由于执行期间出错,命令缓冲区的 Swift Metal Shader 执行被中止

问题描述

我正在尝试一些非常简单的算法,使用金属 GPU 加速来计算数组中的一些值。在某些情况下,着色器会引发错误,我将解释。错误:由于执行过程中的错误,命令缓冲区的执行被中止。忽略(用于导致先前/过多的 GPU 错误)(IOAF 代码 4)

着色器仅在将值添加到数组索引处的现有值时才会引发此错误。例子:

这不会导致错误:

    kernel void shader (device int *wPointsIntensity [[buffer(0)]],
                const device uint *wPointsXCoord [[buffer(1)]],
                const device uint *wPointsYCoord [[buffer(2)]],
                device float *pixelSignalIntensity [[buffer(3)]],
                device float *pixelDistance [[buffer(4)]],
                const device uint& noOfPoints [[ buffer(5) ]],
                const device uint& width [[ buffer(6) ]],
                const device uint& height [[ buffer(7) ]],
                uint id [[ thread_position_in_grid ]]) {

//this does not throw error
for (uint wpIndex = 0; wpIndex < noOfPoints; wpIndex++) {
    for (uint heightIndex = 0; heightIndex < height; heightIndex++) {
        for (uint widthIndex = 0; widthIndex < width; widthIndex++) {

            uint pixelIndex = heightIndex * width + widthIndex;
            pixelDistance[pixelIndex] = float(pixelIndex);
            pixelSignalIntensity[pixelIndex] = float(pixelIndex);
}}}}

而如果你改变

pixelDistance[pixelIndex] = float(pixelIndex); 和

pixelDistance[pixelIndex] += float(pixelIndex);

它会抛出一个错误。

这是快速代码:

var wPointsValues = [Int32](repeating:0, count: wPoints.count)
var wPointsXLocations = [Int32](repeating:0, count: wPoints.count)
var wPointsYLocations = [Int32](repeating:0, count: wPoints.count)
        for i in 0..<wPoints.count {
            wPointsValues[i] = Int32(wPoints[i].signalIntensity)
            wPointsXLocations[i] = Int32(wPoints[i].location.x)
            wPointsYLocations[i] = Int32(wPoints[i].location.y)
        }

        var numberOfWPoints:Int32 = Int32(wPoints.count)
        var int32Width = Int32(width)
        var int32Height = Int32(height)

        //output arrays

        let numberOfResults = wPoints.count * Int(width) * Int(height)
        var wPointsSignalIntensity = [Float32](repeating:0.0, count: numberOfResults)
        var wPointsDistance = [Float32](repeating:0.0, count: numberOfResults)


        //local variables
        var signalDensity:[Float32] = [Float32](repeating:0.0, count: numberOfResults)
        var signalDistance:[Float32] = [Float32](repeating:0.0, count: numberOfResults)

            //create input buffers
            let inWPointSignalValues = device.makeBuffer(bytes: wPointsValues, length: (MemoryLayout<Int32>.stride * wPoints.count), options: [])
            let inWPointXCoordBuffer = device.makeBuffer(bytes: wPointsXLocations, length: (MemoryLayout<Int32>.stride * wPoints.count), options: [])
            let inWPointYCoordBuffer = device.makeBuffer(bytes: wPointsYLocations, length: (MemoryLayout<Int32>.stride * wPoints.count), options: [])

            //create putput buffers
            let outPixelSignalIntensityBuffer = device.makeBuffer(bytes: wPointsSignalIntensity, length: (MemoryLayout<Float32>.stride * numberOfResults), options: [])
            let outPixelDistanceBuffer = device.makeBuffer(bytes: wPointsDistance, length: (MemoryLayout<Float32>.stride * numberOfResults), options: [])

            let commandBuffer = (mtlCommmandQueue?.makeCommandBuffer())!
            let computeCommandEncoder = (commandBuffer.makeComputeCommandEncoder())!
            computeCommandEncoder.setComputePipelineState(mtlComputePipelineFilter!)
            //set input buffers
            computeCommandEncoder.setBuffer(inWPointSignalValues, offset: 0, index: 0)
            computeCommandEncoder.setBuffer(inWPointXCoordBuffer, offset: 0, index: 1)
            computeCommandEncoder.setBuffer(inWPointYCoordBuffer, offset: 0, index: 2)

            //set output buffers
            computeCommandEncoder.setBuffer(outPixelSignalIntensityBuffer, offset: 0, index: 3)
            computeCommandEncoder.setBuffer(outPixelDistanceBuffer, offset: 0, index: 4)

            //set constants
            computeCommandEncoder.setBytes(&numberOfWPoints, length: MemoryLayout<Int32>.stride, index: 5)
            computeCommandEncoder.setBytes(&int32Width, length: MemoryLayout<Int32>.stride, index: 6)
            computeCommandEncoder.setBytes(&int32Height, length: MemoryLayout<Int32>.stride, index: 7)


            let threadsPerGroup = MTLSize(width:2,height:2,depth:2)
            let numThreadgroups = MTLSize(width:2, height:2, depth:2)
            computeCommandEncoder.dispatchThreadgroups(numThreadgroups, threadsPerThreadgroup: threadsPerGroup)

            let endBufferAllocation = mach_absolute_time()

            print("time for creating and setting buffert: time: \(Double(endBufferAllocation - start) / Double(NSEC_PER_SEC))")
            computeCommandEncoder.endEncoding()

            commandBuffer.commit()
            commandBuffer.waitUntilCompleted()
            let allComplete = mach_absolute_time()
        self.signalDistance = (outPixelDistanceBuffer?.contents())!
        self.signalDensity = (outPixelSignalIntensityBuffer?.contents())!

标签: iosswiftshadermetal

解决方案


我有这个问题很长时间了,程序间歇性地崩溃了。事实证明,我正在访问内核中尚未由缓冲区分配的内存。在内核中,我正在执行一个 for 循环 0..<5(即为每个线程输出 5 个值),但没有将 num_threads 除以 5。

当它没有崩溃时,它给出了正确的答案并且没有错误,除了“由于执行期间出现错误而中止命令缓冲区的执行。导致 GPU 挂起错误(IOAF 代码 3)”被抛出。


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