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Running GPT-2 in WebGL: Rediscovering the Lost Art of GPU Shader Programming
- nathan-barry 1y agoA few weeks back, I implemented GPT-2 using WebGL and shaders. Here's a write-up over how I made it, covering how I used textures and frame buffer objects to store and move around weights and outputs from calculations while using WebGL.
- vessenes 1y agoRequest -- big bold link to a working web page right at the top? I read the page, I read your github, and I saw instructions to clone and run a node site, and was like "..nah" I think github pages will serve this up for free if you like. p.s. Cool!
- nathan-barry 1y agoYeah, that would have been a good thing to set up. Main thing to add would be loading the weights into the browser
- nathan-barry 1y agoHere's a link to the github repo. At the top of the README it has a demo of GPT-2 running and the visualizations of the attention matrices and transformer block outputs Repo: https://github.com/nathan-barry/gpt2-webgl https://github.com/nathan-barry/gpt2-webgl
- pjmlp 1y agoKudos for going down the WebGL route and not the Chrome only WebGPU approach that most likely some people expect. It is going to take at least yet another year, for WebGPU 1.0 to be available on stable versions on other browsers, Chrome still hasn't stable WebGPU on GNU/Linux, and it is already much far ahead with extensions that most likely won't be on the 1.0 MVP of the other browsers. Interesting article.
- erichdongubler 1y agoMember of Firefox's WebGPU team here. I'm curious what extensions you're referring to! We're hoping to ship on Windows stable in the next couple of Firefox releases. Other platforms should follow in the following year. If you want, I'd encourage you to try out WebGPU on Nightly on Linux and see if you run into any issues!
- jokoon 1y agoI also implemented Perlin noise using glsl shaders. It was a bit tedious to output a texture as float, but I did it. Although obviously it's not deterministic depending on the GPU.
- rezmason 1y agoNice writeup! I'm a fan of shader sandwiches like yours. Judging from the stated limitations and conclusion, I bet this would benefit tremendously from a switch to WebGPU. That's not a criticism! If anything, you're effectively demonstrating that WebGL, a sometimes frustrating but mature ubiquitous computing platform, can be a valuable tool in the hands of the ambitious. Regardless, I hope to fork your repo and try a WebGPU port. Good stuff!
- nathan-barry 1y agoThanks for the comment! I did this as a final project in a graphics class where we mainly used WebGL for all the assignments. Seeing the improvements a WebGPU port would bring would be cool to see!
- GloamingNiblets 1y agoOut of curiosity, what degree and level is this class? Super cool for a final project
- nathan-barry 1y agoDr. Vouga's Graphics: Honors class at UT Austin, Undergrad CS
- summarity 1y agoFor a webgpu version there’s tokenhawk (pure implementation)
- flakiness 1y agoCUDA is better for sure, but the pure functional nature of the traditional shader is conceptually much simpler and I kind of relish the simplicity. There is no crazy tiling or anything. Just per-pixel parallelism [1]. It won't be as fast as those real, highly-tuned kernels, but it's still nice to see something simple that does something non-trivial. It reminded me of the early "GPGPU" days (early 2000s?) [1] https://github.com/nathan-barry/gpt2-webgl/blob/main/src/gpt2_webgl.ts https://github.com/nathan-barry/gpt2-webgl/blob/main/src/gpt...
- 3abiton 1y ago> GPGPU I haven't heard this one in a long while
- glkindlmann 1y agoa decade does feel like an eternity here; I remember this book* when it came out * https://www.oreilly.com/library/view/gpgpu-programming-for/9781466595354/ https://www.oreilly.com/library/view/gpgpu-programming-for/9...
- sigmoid10 1y agoFun fact: Long before the dawn of the GPU deep learning hype (and even before CUDA was a thing), a bunch of CS nerds from Korea managed to train a neural network on an ATI (now AMD) Radeon 9700 Pro using nothing but shaders [1]. They saw an even bigger performance improvement than Hinton and his group did for AlexNet 8 years later using CUDA. [1] https://ui.adsabs.harvard.edu/abs/2004PatRe..37.1311O/abstract https://ui.adsabs.harvard.edu/abs/2004PatRe..37.1311O/abstra...
- math_dandy 1y agoCool, I had not heard about this. Adding this paper to my machine learning teaching bibliography. Even though the start of the deep learning renaissance is typically dated to 2012 with Alexnet, things were in motion week before that. As you point out, GPU training was validated at least 8 years previously. Concurrently, some very prescient researchers like Li were working hard to generate large scale datasets like ImageNet (CVPR 2009, https://www.image-net.org/static_files/papers/imagenet_cvpr09.pdf https://www.image-net.org/static_files/papers/imagenet_cvpr0...). And in 2012 it all came together.
- nickpsecurity 1y agoPeople have complained Nvidia dominates the market. Many were looking at their older GPU's for cheap experimentation. One idea I had was just using OpenCL to use all the cross-platform support it has. Even some FPGA's support it. Good to see GPT-2 done with shader programming. A port of the techniques used in smaller models, like TinyLlama or Gemma-2B, might lead to more experimentation with older or cheaper hardware [on-site].
- bigyabai 1y agoNvidia dominates training moreso than inference, and mostly because of their hardware efficiency and not entirely because of CUDA. To dominate Nvidia, you have to beat their TSMC investments, beat their design chops and match their software support. The shortlist consisting of companies that can do that reads "Apple" and nobody else, which is exactly the sort of captive market Nvidia wants to conquer. OpenCL has been pretty handy for inference on older cards, but I'd argue it's relevance is waning. llama.cpp has Vulkan compute now which requires a smaller featureset for hardware to support. Many consumer devices skip OpenCL/CUDA altogether and delegate inference to an NPU library.
- tsurba 1y ago1.5-2 years ago I did some training for a ML paper on 4 AMD MI250x (each is essentially 2 gpus so 8 in total really, each with 64GB VRAM) on LUMI. My Jax models and the baseline PyTorch models were quite easy to set up there, and there was not a noticeable perf difference to 8x A100s (which I used for prototyping on our university cluster) in practice. Of course it’s just a random anecdote, but I don’t think nvidia is actually that much ahead.
- pama 1y agoI have nothing against random anecdotes per se, but a lot of academic code does not correctly optimize computation on GPU hardware. If you can estimate by pen and paper how many FLOPs/s your code was using because of the main operations it had to do and how that number compared to the theoretical limit of bfloat16 performance on the NVIDIA GPU (about 2.6 * 10^15 for the 8 A100 IIRC) then you can see a bit better how close your code was to optimality. I have seen low effort performance scaling reach less than 1% of these theoretical numbers and people were super happy because it was sufficiently fast anyways (which is fine) and it showed the GPU utilized all the time (but with only 1% of these possible ALU doing anything useful at all times).
- cmovq 1y ago> gl.drawArrays(gl.TRIANGLES, 0, 6); Using 2 tris for this isn’t ideal because you will get duplicate fragment invocations along the horizontal seam where the triangles meet. It is slightly more efficient to use one larger triangle extending outside the viewport, the offscreen parts will be clipped and not generate any additional fragments. [1]: https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pass.html https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pa...
- nathan-barry 1y agoThat's a great insight, you're right.
- tarnith 1y agoAlso see https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/ https://michaldrobot.com/2014/04/01/gcn-execution-patterns-i... A bit of an older article but still very relevant. I've found with webGL2 you can also skip the whole upload/binding of the buffer and just emit the vertexes/coordinates from the vertex shader as well. Less of an impact than cutting it down, but if you're just trying to get a a fragment going, why not use the least amount of data and CPU-> GPU upload possible.
- cmovq 1y agoYeah it’s nice even just to avoid having to set up a vertex buffer: ivec2 vert = ivec2(gl_VertexID & 1, gl_VertexID >> 1); out_uv = 2.0 * vec2(vert); gl_Position = vec4(out_uv * 2.0 - 1.0, 0.0, 1.0);
- lerp-io 1y agoi think u can use webgpu compute shaders now
- grg0 1y agoThe lost art? Shader programming is very much relevant to this day. Many of the statements in this post are also either incorrect or inaccurate, no need for the sensationalism. And like somebody else has mentioned below, WebGL 2 adds compute shaders. I think the post would be better if it just focused on the limitations of pre-compute APIs and how to run a network there, without the other statements.
- nathan-barry 1y agoIf you couldn't tell, the post was about using shader programming for general-purpose computation, specifically. Yes, WebGL adds compute shaders, but the point of the article was to use the graphics pipeline specifically. If you say there are statements that are incorrect or inaccurate, pointing them out would be very much appreciated :)
- grg0 1y agoSorry, I didn't mean for my comment to sound too harsh. I just dislike these "lost art" or "what your doctor didn't know about" style headlines. I appreciate that there are people working on graphics/GPU programming and I didn't mean to shut you down or anything. At any rate: > Traditional graphics APIs like OpenGL are centered around a fixed-function pipeline tailored [...] render passes to accomplish multi-stage algorithms. This whole paragraph is inaccurate. At least point out what version of OpenGL you are referring to. And no need to use the past tense once you do that. > which lets you treat the GPU as one giant SIMD processor This analogy is not accurate or useful for the reasons that are already obvious to you. I think it mostly just confuses the kind of reader that does not have the relevant experience. > and move them back and forth between host and device with explicit copy calls. Moving to/from host/device in cuda/opencl/vulkan/etc does require explicit copy calls (and for good reason since the shit goes over the PCI bus on discrete architectures.) > User-driven pipeline: You define exactly what happens and when instead of using a predefined fixed sequence of rendering stages. You can do the same with compute on OpenGL/vulkan/etc. Like above, specify what version of OpenGL you are talking about to avoid confusion. > In OpenGL, the output of your computation would ultimately be pixels in a framebuffer or values in a texture Confusing for the same reason, especially because this statement now uses the word "computation", unlike the statements leading to it. Personally, I would just rewrite this entire section to point out the limitations of pre-compute graphics APIs (whether it's OpenGL, earlier versions of DirectX, or whatever.) > and other graphics specific concepts I hijacked What does 'hijacked' mean here? You're not hijacking anything, you are using the old APIs as intended and using the right terms in the description that follows. > bypassing any interpolation "Filtering" is a better choice of word. And you're not bypassing it as much as you are simply not doing any filtering (it's not like filtering is part of the FFP or HW and you're "bypassing" it.) > A Framebuffer Object (FBO) is a lightweight container Actually, an FBO is a big turd that incurs heavy runtime validation on the driver side if you ever think about changing the targets. You might actually want to point that out since it is relevant to your implementation. I wouldn't use "lightweight" to describe it anyway. > we “ping-pong” between them Yeah, you might be better off creating two separate FBOs per my point above. Vendor-specific territory here, though. But I think the OpenGL wiki touches on this if I remember correctly. > All of this happens entirely on the GPU’s VRAM bus What is the "this" that this refers to? If you mean rendering to textures, this statement is inaccurate because there are also several layers of cache between the SIMDs and the VRAM. I think you could just say that the rendering stays on device local memory and call it a day without getting into more detail. > FBOs form the data bus I find this new term misleading given that you just talked about a "VRAM bus" in the paragraph above. I'd avoid introducing this new "data bus" term altogether. It doesn't seem like a useful abstraction or one that is described in any detail, so it does not add/take away much from the rest of the article. > Instead of using fragment shaders to shade pixels for display, we hijack them as compute kernels Just avoid this hijacking analogy altogether. I think it only adds confusion. You are implementing a compute workload or "kernel" per CUDA terminology in a fragment shader; can just call it that. > each fragment invocation becomes one “thread” Actually, each fragment invocation _is_ a thread per every HW vendor's own terminology, so no need for the quotes here. Of course, you haven't introduced the term "thread" up until this point (first and only occurrence of the word), which is the real problem here. A brief section on GPU architecture could help. > Per-pixel work item: Each fragment corresponds to one matrix element (i, j). The GPU runs this loop for every (i, j) in parallel across its shader cores. What is "this loop" you are referring to? I know which it is, but there is no loop in the shader code (there's the one for the dot product, but that's not the relevant one.) This is confusing to the reader. > All it does is draw two triangles which covers the entire view port. Let's draw a single triangle that covers the whole viewport while we're at it. It's more efficient because it avoids double-fragging the diagonal. https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pass.html https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pa... > Reusable: Because the vertex work is identical for all operations, we compile it once and reuse it across every matrix multiply, activation, and bias-add pass. To be clear, you compile the vertex shader once, but you're still going to have to link N programs. I don't think this is worth pointing out because linking is where most of the shit happens. > While hijacking WebGL No hijacking. > There’s no on-chip scratchpad for blocking or data reuse, so you’re limited to element-wise passes. The on-chip memory is still there, it's not just accessible by fragment shaders in old APIs. > Texture size limits: GPUs enforce a maximum 2D texture dimension (e.g. 16 K×16 K). I haven't checked, but I would bet this is either an API limitation, or a vendor-specific limit. So to say that "GPUs enforce" would be misleading (is it really the HW or the API? And is it all GPUs? some? vendor-specific?) I haven't checked the neural net side of things or the shaders in any detail. Also, I think a better title would be "Running GPT-2 in WebGL 1.0 / OpenGL 2.0", dropping the subtitle. It's more specific and you might even get more clicks from people looking to implement the stuff on older hardware. No lost art that isn't lost or rediscovery.
- swoorup 1y agoImho there are js libraries which goes through the traditional rendering based shader path to emulate general purpose computations on the GPU, gpu.js for example https://gpu.rocks/#/ https://gpu.rocks/#/
- 0points 1y agolost art ey? what about mega shaders, vulkan llm etc etc?