// Copyright (c) 2018 PaddlePaddle Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #pragma once #include #include #include /*! \file */ /*! \namespace paddle */ namespace paddle { /** This is a pass builder based on string. It is part of inference API. */ class PaddlePassBuilder { public: explicit PaddlePassBuilder(const std::vector &passes) : passes_(passes) {} /** Append a pass to the end of the passes. */ void AppendPass(const std::string &pass_type); /** Insert a pass to a specific position. * @param idx the position to insert. * @param pass_type the pass key. */ void InsertPass(size_t idx, const std::string &pass_type); /** Delete the `idx`-th pass. */ void DeletePass(size_t idx); /** Delete all the passes that has type `pass_type`. */ void DeletePass(const std::string &pass_type); /** Visualize the computation graph after each pass by generating a DOT * language file, one can draw them with the Graphviz toolkit. */ void TurnOnDebug(); /** Human-readible information. */ std::string DebugString(); const std::vector &AllPasses() const { return passes_; } protected: std::vector passes_; }; /**Pass strategy to help control the IR passes. */ class PassStrategy : public PaddlePassBuilder { public: explicit PassStrategy(const std::vector &passes) : PaddlePassBuilder(passes) {} /** The MKLDNN control exists in both CPU and GPU mode, because there can be * still some CPU kernels running in CPU mode. */ virtual void EnableMKLDNN() = 0; bool use_gpu() const { return use_gpu_; } virtual ~PassStrategy() = default; protected: bool use_gpu_{false}; }; /** The CPU passes controller, it is used in AnalysisPredictor with CPU mode. */ class CpuPassStrategy : public PassStrategy { public: CpuPassStrategy() : PassStrategy({}) { // NOTE the large fusions should be located in the front, so that they will // not be damaged by smaller ones. passes_.assign({ "infer_clean_graph_pass", // "attention_lstm_fuse_pass", // "seqpool_concat_fuse_pass", // "seqconv_eltadd_relu_fuse_pass", // // "embedding_fc_lstm_fuse_pass", // "fc_lstm_fuse_pass", // "mul_lstm_fuse_pass", // "fc_gru_fuse_pass", // "mul_gru_fuse_pass", // "seq_concat_fc_fuse_pass", // "fc_fuse_pass", // "repeated_fc_relu_fuse_pass", // "squared_mat_sub_fuse_pass", // "conv_bn_fuse_pass", // "conv_eltwiseadd_bn_fuse_pass", // "is_test_pass", // }); use_gpu_ = false; } virtual ~CpuPassStrategy() = default; void EnableMKLDNN() override { // TODO(Superjomn) Consider the way to mix CPU with GPU. #ifdef PADDLE_WITH_MKLDNN passes_.insert(passes_.begin(), "mkldnn_placement_pass"); for (auto &pass : std::vector({"depthwise_conv_mkldnn_pass", // "conv_bias_mkldnn_fuse_pass", // "conv3d_bias_mkldnn_fuse_pass", // "conv_relu_mkldnn_fuse_pass", // "conv_elementwise_add_mkldnn_fuse_pass"})) { passes_.push_back(pass); } #endif } CpuPassStrategy(const CpuPassStrategy &other) : PassStrategy(other.passes_) {} }; /** The GPU passes strategy, it is used in AnalysisPredictor with GPU mode. */ class GpuPassStrategy : public PassStrategy { public: GpuPassStrategy() : PassStrategy({}) { passes_.assign({ "infer_clean_graph_pass", // "conv_affine_channel_fuse_pass", // "conv_eltwiseadd_affine_channel_fuse_pass", // "conv_bn_fuse_pass", // "conv_elementwise_add_act_fuse_pass", // "conv_elementwise_add2_act_fuse_pass", // "conv_elementwise_add_fuse_pass", // }); for (int i = 6; i >= 3; i--) { passes_.push_back("transpose_flatten" + std::to_string(i) + "_concat_fuse_pass"); } use_gpu_ = true; } GpuPassStrategy(const GpuPassStrategy &other) : PassStrategy(other.AllPasses()) { use_gpu_ = true; } void EnableMKLDNN() override; virtual ~GpuPassStrategy() = default; }; } // namespace paddle