pneuma-pygame/Godot/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs

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2024-05-16 23:16:20 +00:00
using Godot;
using Microsoft.ML.OnnxRuntime;
namespace GodotONNX
{
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
public static class SessionConfigurator
{
public enum ComputeName
{
CUDA,
ROCm,
DirectML,
CoreML,
CPU
}
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
public static SessionOptions MakeConfiguredSessionOptions()
{
SessionOptions sessionOptions = new();
SetOptions(sessionOptions);
return sessionOptions;
}
private static void SetOptions(SessionOptions sessionOptions)
{
sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
ApplySystemSpecificOptions(sessionOptions);
}
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
{
//Most code for this function is verbose only, the only reason it exists is to track
//implementation progress of the different compute APIs.
//December 2022: CUDA is not working.
string OSName = OS.GetName(); //Get OS Name
//ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
// //TODO: Get CPU architecture
//Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
//Windows can use OpenVINO (C#) on x64
//TODO: try TensorRT instead of CUDA
//TODO: Use OpenVINO for Intel Graphics
// Temporarily using CPU on all platforms to avoid errors detected with DML
ComputeName ComputeAPI = ComputeName.CPU;
//match OS and Compute API
GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
// CPU is set by default without appending necessary
// sessionOptions.AppendExecutionProvider_CPU(0);
/*
switch (OSName)
{
case "Windows": //Can use CUDA, DirectML
if (ComputeAPI is ComputeName.CUDA)
{
//CUDA
//sessionOptions.AppendExecutionProvider_CUDA(0);
//sessionOptions.AppendExecutionProvider_DML(0);
}
else if (ComputeAPI is ComputeName.DirectML)
{
//DirectML
//sessionOptions.AppendExecutionProvider_DML(0);
}
break;
case "X11": //Can use CUDA, ROCm
if (ComputeAPI is ComputeName.CUDA)
{
//CUDA
//sessionOptions.AppendExecutionProvider_CUDA(0);
}
if (ComputeAPI is ComputeName.ROCm)
{
//ROCm, only works on x86
//Research indicates that this has to be compiled as a GDNative plugin
//GD.Print("ROCm not supported yet, using CPU.");
//sessionOptions.AppendExecutionProvider_CPU(0);
}
break;
case "macOS": //Can use CoreML
if (ComputeAPI is ComputeName.CoreML)
{ //CoreML
//TODO: Needs testing
//sessionOptions.AppendExecutionProvider_CoreML(0);
//CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
}
break;
default:
GD.Print("OS not Supported.");
break;
}
*/
}
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
public static ComputeName ComputeCheck()
{
string adapterName = Godot.RenderingServer.GetVideoAdapterName();
//string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
//TODO: GPU vendors for MacOS, what do they even use these days?
if (adapterName.Contains("INTEL"))
{
return ComputeName.DirectML;
}
if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
{
return ComputeName.DirectML;
}
if (adapterName.Contains("NVIDIA"))
{
return ComputeName.CUDA;
}
GD.Print("Graphics Card not recognized."); //Should use CPU
return ComputeName.CPU;
}
}
}