BitPack | practical tool to efficiently save | Compression library
kandi X-RAY | BitPack Summary
kandi X-RAY | BitPack Summary
BitPack is a practical tool that can efficiently save quantized neural network models with mixed bitwidth.
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Top functions reviewed by kandi - BETA
- Save quantized state dictionary
- Pack a tensor into binary tensor
- Finds the index of the compressed compression
- Return the maximum bitwidth of a tensor
- Get the offset of a tensor
- Load quantized state dictionary
- Unpack a packed tensor
- Test for compression
BitPack Key Features
BitPack Examples and Code Snippets
Community Discussions
Trending Discussions on BitPack
QUESTION
I'm curious about the performance difference (both cpu and memory usage) of storing small numbers as bitpacked unsigned integers versus vectors of bytes
ExampleI'll use the example of storing RGBA values. They're 4 Bytes so it is very tempting to store them as a u32
.
However, it would be more readable to store them as a vector of type u8
.
As a more detailed example, say I want to store and retrieve the color rgba(255,0,0,255)
This is how I would go about doing the two methods:
...ANSWER
Answered 2021-Jun-02 at 04:21Using a Vec
will be more expensive; as you mentioned, it will need to perform heap allocations, and access will be bounds-checked as well.
That said, if you use an array [u8; 4]
instead, the performance compared with a bitpacked u32
representation should be almost identical.
In fact, consider the following simple example:
QUESTION
Hello there I have fully ported the x86 assembler (and auto assembler) from cheat engine to c#.
Everything works fine for the most part however the "VEX" prefix instructions are currently broken.
There is 2 sections of code I wasn't able to convert just yet so I wonder if anybody can provide a solution to it.
Commented out sections are the ones that I'm not sure how to deal with.
2 byte vex
...ANSWER
Answered 2021-Feb-16 at 03:12Finding this on github
QUESTION
I would like to write an object to a file, and later be able to read it from the file. It should work on different machines.
One simple option is the following:
...ANSWER
Answered 2020-Jun-14 at 08:41This approach is generally safe only if all of the following are true:
- The type contains only "inline" data. This means only fundamental types (no pointers or references) and arrays thereof.
- Nested objects that also meet these criteria are also OK.
- All of the types have the same representation on all systems/compilers where the program will run.
- The endian-ness of the system must match.
- The size of each type must match.
- Any padding is in the same location and of the same size.
However, there are still some drawbacks. One of the most severe is that you are locking yourself in to exactly this structure, without some kind of version mechanism. Other data interchange formats (XML, JSON, etc.), while more verbose, self-document their structure and are significantly more future-proof.
QUESTION
Long story short, I have a shader which absolutely has to work with logical OR blending. I am bitpacking data in one shader, where pixels overlap, combining this data into an output RenderTexture, and then unpacking it in another shader.
This needs to be crossplatform. I want to support DX11/12 (where it works fine), OpenGL (standard, core, and ES), and ideally Vulkan and Metal.
Here's the thing.
Unity claims that it can only use logical OR blending in a specific subset of DX11. It actually seems to work fine on all versions of DX11.1+ and DX12. It does not, however, work on any other platform.
OpenGL lists support for logical OR blending in their spec. It seems that this should work with all versions of OpenGL above 2 (including ES, unless I missed something).
How, in Unity, can I have this shader crosscompile to GLSL, and enable this blend op? I assume it might be possible by P/Invoking the library for glEnable and related functions, but I'd like to know if there is a way to write on Cg shader and have this crosscompile properly. Metal/Vulkan isn't a dealbreaker, it would be nice to extend support, but I'm more than happy to settle for only supporting DX11+ and OpenGL 2+.
...ANSWER
Answered 2019-Jan-16 at 12:57So, ultimately what I wanted to do is impossible on most mobile systems. It was mostly a hope to expand my potential customer base, but I've decided that the extra complication isn't worth it, and I've dropped mobile support for now.
However, it is possible to get this setup working across DX11.1+, DX12, OpenGL 3.0+, OpenGL Core, and Vulkan. You need to create a native plugin for Unity, and bind all of your rendering resources manually. I couldn't get the P/Invoke approach working,because there's no exposed way to synchronise them with the rendering context. I did want to do this to remove Unity's mesh interop cost anyhow, so it's probably a good thing to be forced into. Anyhow, I wanted to post back here for anyone trying something similar in future and say that it seems the only way to do this is with a native plugin.
QUESTION
I have a Flags
class that behaves similarly to std::bitset
that is replacing bitpacked integers in an older codebase. To enforce compliance with the newer class, I want to disallow implicit conversion from int
types.
ANSWER
Answered 2017-Jun-14 at 19:49One approach:
Add a constructor which takes void*
.
Since literal 0
is implicitly convertible to a void*
null pointer, and literal 1
isn`t, this will give the desired behavior indicated. For safety you can assert that the pointer is null in the ctor.
A drawback is that now your class is constructible from anything implicitly convertible to void *
. Some unexpected things are so convertible -- for instance prior to C++11, std::stringstream
was convertible to void*
, basically as a hack because explicit operator bool
did not exist yet.
But, this may work out fine in your project as long as you are aware of the potential pitfalls.
Edit:
Actually, I remembered a way to make this safer. Instead of void*
use a pointer to a private type.
It might look like this:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install BitPack
Python version >= 3.5
To install Bitpack simply run:
BitPack is handy to use on various quantization frameworks. Here we show a demo that applying BitPack to save mixed-precision model generated by HAWQ. To get a better sense of how BitPack works, we provide a simple test that compares the original tensor, the packed tensor, and the unpacked tensor in details.
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