This commit is contained in:
yefeng 2021-12-14 09:33:14 +08:00
parent 8f3455cceb
commit 5051f00bed
22 changed files with 1263 additions and 0 deletions

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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>SchemeUserState</key>
<dict>
<key>mindspore-lite.xcscheme_^#shared#^_</key>
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<key>orderHint</key>
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/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@end

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@ -0,0 +1,50 @@
/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import "AppDelegate.h"
#include "Benchmark.hpp"
@interface AppDelegate ()
@end
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
mindspore::lite::main_benchmark();
return YES;
}
#pragma mark - UISceneSession lifecycle
- (UISceneConfiguration *)application:(UIApplication *)application configurationForConnectingSceneSession:(UISceneSession *)connectingSceneSession options:(UISceneConnectionOptions *)options {
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return [[UISceneConfiguration alloc] initWithName:@"Default Configuration" sessionRole:connectingSceneSession.role];
}
- (void)application:(UIApplication *)application didDiscardSceneSessions:(NSSet<UISceneSession *> *)sceneSessions {
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
@end

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"size" : "20x20"
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{
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},
{
"idiom" : "ipad",
"scale" : "2x",
"size" : "83.5x83.5"
},
{
"idiom" : "ios-marketing",
"scale" : "1x",
"size" : "1024x1024"
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{
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"author" : "xcode",
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="13122.16" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="13104.12"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" xcode11CocoaTouchSystemColor="systemBackgroundColor" cocoaTouchSystemColor="whiteColor"/>
<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="53" y="375"/>
</scene>
</scenes>
</document>

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<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="13122.16" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="BYZ-38-t0r">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="13104.12"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="tne-QT-ifu">
<objects>
<viewController id="BYZ-38-t0r" customClass="ViewController" customModuleProvider="" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="8bC-Xf-vdC">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" xcode11CocoaTouchSystemColor="systemBackgroundColor" cocoaTouchSystemColor="whiteColor"/>
<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="dkx-z0-nzr" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
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/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#ifndef BENCHMARK_H_
#define BENCHMARK_H_
#include <getopt.h>
#include <csignal>
#include <fstream>
#include <iostream>
#include <map>
#include <string>
#include <vector>
#include <memory>
#include <cfloat>
#include <random>
#include <utility>
#include <unordered_map>
#include "mindspore-lite/include/model.h"
#include "mindspore-lite/include/lite_session.h"
#include "mindspore-lite/include/errorcode.h"
constexpr float kNumRelativeTolerance = 1e-5;
constexpr float kNumAbsoluteTolerance = 1e-8;
constexpr float kNumMinAbsoluteError = 1e-5;
constexpr float kNumDefaultLoopCount = 10;
constexpr float kNumDefaultNumThread = 2;
constexpr float kNumDefaultWarmUpLoopCount = 3;
constexpr float kNumDefaultAccuracyThreshold = 0.5;
constexpr float kNumDefaultPrintLen = 50;
constexpr float kNumPercentage = 100;
constexpr float kNumMinMeanError = 0.0000001;
enum InDataType { kImage = 0, kBinary = 1 };
namespace mindspore::lite {
#ifdef ENABLE_ARM64
struct PerfResult {
int64_t nr;
struct {
int64_t value;
int64_t id;
} values[2];
};
struct PerfCount {
int64_t value[2];
};
#endif
struct CheckTensor {
CheckTensor(const std::vector<size_t> &shape, const std::vector<float> &data,
const std::vector<std::string> &strings_data = {""}) {
this->shape = shape;
this->data = data;
this->strings_data = strings_data;
}
std::vector<size_t> shape;
std::vector<float> data;
std::vector<std::string> strings_data;
};
struct Flag {
std::string model_file_;
std::string in_data_file_;
std::vector<std::string> input_data_list_;
InDataType in_data_type_ = kBinary;
std::string in_data_type_in_ = "bin";
int cpu_bind_mode_ = HIGHER_CPU;
// MarkPerformance
int loop_count_ = kNumDefaultLoopCount;
int num_threads_ = kNumDefaultNumThread;
bool enable_fp16_ = false;
int warm_up_loop_count_ = kNumDefaultWarmUpLoopCount;
// MarkAccuracy
std::string benchmark_data_file_;
std::string benchmark_data_type_ = "FLOAT";
float accuracy_threshold_ = kNumDefaultAccuracyThreshold;
// Resize
std::string resize_dims_in_;
std::vector<std::vector<int>> resize_dims_;
std::string device_ = "CPU";
bool time_profiling_ = false;
bool perf_profiling_ = false;
std::string perf_event_ = "CYCLE";
bool dump_profiling_ = false;
};
class Benchmark {
public:
explicit Benchmark(Flag *flag) : flags_(flag) {}
virtual ~Benchmark();
int Init();
int RunBenchmark();
private:
// call GenerateInputData or ReadInputFile to init inputTensors
int LoadInput();
// call GenerateRandomData to fill inputTensors
int GenerateInputData();
int GenerateRandomData(size_t size, void *data, TypeId data_type);
int ReadInputFile();
int ReadCalibData();
int ReadTensorData(std::ifstream &in_file_stream, const std::string &tensor_name, const std::vector<size_t> &dims);
int CompareOutput();
tensor::MSTensor *GetTensorByNameOrShape(const std::string &node_or_tensor_name, const std::vector<size_t> &dims);
tensor::MSTensor *GetTensorByNodeShape(const std::vector<size_t> &node_shape);
int CompareStringData(const std::string &name, tensor::MSTensor *tensor);
int CompareDataGetTotalBiasAndSize(const std::string &name, tensor::MSTensor *tensor, float *total_bias,
int *total_size);
int InitCallbackParameter();
int InitTimeProfilingCallbackParameter();
int InitPerfProfilingCallbackParameter();
int InitDumpProfilingCallbackParameter();
int PrintResult(const std::vector<std::string> &title, const std::map<std::string, std::pair<int, float>> &result);
void InitContext(const std::shared_ptr<Context> &context);
#ifdef ENABLE_ARM64
int PrintPerfResult(const std::vector<std::string> &title,
const std::map<std::string, std::pair<int, struct PerfCount>> &result);
#endif
int PrintInputData();
// tensorData need to be converter first
template <typename T>
float CompareData(const std::string &nodeName, const std::vector<int> &msShape, const void *tensor_data) {
const T *msTensorData = static_cast<const T *>(tensor_data);
auto iter = this->benchmark_data_.find(nodeName);
if (iter != this->benchmark_data_.end()) {
std::vector<size_t> castedMSShape;
size_t shapeSize = 1;
for (int64_t dim : msShape) {
castedMSShape.push_back(size_t(dim));
shapeSize *= dim;
}
CheckTensor *calibTensor = iter->second;
if (calibTensor->shape != castedMSShape) {
std::cout << "Shape of mslite output(";
for (auto dim : castedMSShape) {
std::cout << dim << ",";
}
std::cout << ") and shape source model output(";
for (auto dim : calibTensor->shape) {
std::cout << dim << ",";
}
std::cout << ") are different";
return RET_ERROR;
}
size_t errorCount = 0;
float meanError = 0;
std::cout << "Data of node " << nodeName << " : ";
for (size_t j = 0; j < shapeSize; j++) {
if (j < kNumDefaultPrintLen) {
std::cout << static_cast<float>(msTensorData[j]) << " ";
}
if (std::isnan(msTensorData[j]) || std::isinf(msTensorData[j])) {
std::cerr << "Output tensor has nan or inf data, compare fail" << std::endl;
return RET_ERROR;
}
auto tolerance = kNumAbsoluteTolerance + kNumRelativeTolerance * fabs(calibTensor->data.at(j));
auto absoluteError = std::fabs(msTensorData[j] - calibTensor->data.at(j));
if (absoluteError > tolerance) {
if (fabs(calibTensor->data.at(j) - 0.0f) < FLT_EPSILON) {
if (absoluteError > kNumMinAbsoluteError) {
meanError += absoluteError;
errorCount++;
} else {
continue;
}
} else {
// just assume that atol = rtol
meanError += absoluteError / (fabs(calibTensor->data.at(j)) + FLT_MIN);
errorCount++;
}
}
}
std::cout << std::endl;
if (meanError > 0.0f) {
meanError /= errorCount;
}
if (meanError <= kNumMinMeanError) {
std::cout << "Mean bias of node/tensor " << nodeName << " : 0%" << std::endl;
} else {
std::cout << "Mean bias of node/tensor " << nodeName << " : " << meanError * kNumPercentage << "%" << std::endl;
}
return meanError;
} else {
std::cout << "%s is not in Source Model output" << nodeName.c_str();
return RET_ERROR;
}
}
template <typename T, typename Distribution>
void FillInputData(int size, void *data, Distribution distribution) {
assert(data != nullptr);
int elements_num = size / sizeof(T);
(void)std::generate_n(static_cast<T *>(data), elements_num,
[&]() { return static_cast<T>(distribution(random_engine_)); });
}
int MarkPerformance();
int MarkAccuracy();
private:
struct Flag *flags_;
session::LiteSession *session_{nullptr};
std::vector<mindspore::tensor::MSTensor *> ms_inputs_;
std::unordered_map<std::string, std::vector<mindspore::tensor::MSTensor *>> ms_outputs_;
std::unordered_map<std::string, CheckTensor *> benchmark_data_;
std::unordered_map<std::string, TypeId> data_type_map_{{"FLOAT", TypeId::kNumberTypeFloat},
{"INT8", TypeId::kNumberTypeInt8},
{"INT32", TypeId::kNumberTypeInt32},
{"UINT8", TypeId::kNumberTypeUInt8}};
TypeId msCalibDataType = TypeId::kNumberTypeFloat;
// callback parameters
uint64_t op_begin_ = 0;
int op_call_times_total_ = 0;
float op_cost_total_ = 0.0f;
std::map<std::string, std::pair<int, float>> op_times_by_type_;
std::map<std::string, std::pair<int, float>> op_times_by_name_;
#ifdef ENABLE_ARM64
int perf_fd = 0;
int perf_fd2 = 0;
float op_cost2_total_ = 0.0f;
std::map<std::string, std::pair<int, struct PerfCount>> op_perf_by_type_;
std::map<std::string, std::pair<int, struct PerfCount>> op_perf_by_name_;
#endif
KernelCallBack before_call_back_ = nullptr;
KernelCallBack after_call_back_ = nullptr;
std::mt19937 random_engine_;
};
int RunBenchmark(Flag *flags);
int main_benchmark();
} // namespace mindspore::lite
#endif // MINNIE_BENCHMARK_BENCHMARK_H_

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<false/>
<key>UISceneConfigurations</key>
<dict>
<key>UIWindowSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>Default Configuration</string>
<key>UISceneDelegateClassName</key>
<string>SceneDelegate</string>
<key>UISceneStoryboardFile</key>
<string>Main</string>
</dict>
</array>
</dict>
</dict>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array/>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>

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@ -0,0 +1,24 @@
/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import <UIKit/UIKit.h>
@interface SceneDelegate : UIResponder <UIWindowSceneDelegate>
@property(strong, nonatomic)UIWindow * window;
@end

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/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import "SceneDelegate.h"
@interface SceneDelegate ()
@end
@implementation SceneDelegate
- (void)scene:(UIScene *)scene willConnectToSession:(UISceneSession *)session options:(UISceneConnectionOptions *)connectionOptions {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
}
- (void)sceneDidDisconnect:(UIScene *)scene {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
}
- (void)sceneDidBecomeActive:(UIScene *)scene {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
- (void)sceneWillResignActive:(UIScene *)scene {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
- (void)sceneWillEnterForeground:(UIScene *)scene {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
- (void)sceneDidEnterBackground:(UIScene *)scene {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
@end

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/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController
@end

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@ -0,0 +1,31 @@
/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import "ViewController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
}
@end

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/**
* Copyright 2021 Huawei Technologies Co., Ltd
*
* 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.
*/
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
int main(int argc, char * argv[]) {
NSString * appDelegateClassName;
@autoreleasepool {
// Setup code that might create autoreleased objects goes here.
appDelegateClassName = NSStringFromClass([AppDelegate class]);
}
return UIApplicationMain(argc, argv, nil, appDelegateClassName);
}