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[ET-VK] Replace dynamic UBO indexing with safe_idx across shaders#18512

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meta-codesync[bot] merged 1 commit intogh/SS-JIA/511/basefrom
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Mar 26, 2026
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[ET-VK] Replace dynamic UBO indexing with safe_idx across shaders#18512
meta-codesync[bot] merged 1 commit intogh/SS-JIA/511/basefrom
gh/SS-JIA/511/head

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@SS-JIA SS-JIA commented Mar 25, 2026

Stack from ghstack (oldest at bottom):

The Adreno 740 GPU driver crashes (SIGSEGV in vkCreateComputePipelines)
when GLSL shaders dynamically index a UBO-backed ivec4/ivec3 with a
specialization-constant-derived value. This was causing the skin
segmentation model to crash during pipeline creation on Samsung S23.

Fix all instances across 18 shader files by replacing patterns like
meta.sizes[packed_dim] with safe_idx(meta.sizes, packed_dim), which
uses an if/else chain that the driver resolves at pipeline creation time.

Changes:

  • Add safe_idx(ivec3) overload to indexing.glslh
  • Fix transfer_texture.glsl, slice.glslh, select.glslh (transfer ops)
  • Fix nchw_to_int8x4_buffer.glsl, full_texture.glsl (staging/utility)
  • Fix gather, split, index_tensor, where, expand, pad, repeat, arange
    texture shaders (1-line fixes each)
  • Fix softmax.glsl, reduce.glsl, reduce2d.glsl, var_texture3d.glsl
    (reduction shaders with multiple fixes + added indexing.glslh include)
  • Remove unused ShaderNameUtils.h include from Slice.cpp

Differential Revision: D98220450

The Adreno 740 GPU driver crashes (SIGSEGV in vkCreateComputePipelines)
when GLSL shaders dynamically index a UBO-backed ivec4/ivec3 with a
specialization-constant-derived value. This was causing the skin
segmentation model to crash during pipeline creation on Samsung S23.

Fix all instances across 18 shader files by replacing patterns like
`meta.sizes[packed_dim]` with `safe_idx(meta.sizes, packed_dim)`, which
uses an if/else chain that the driver resolves at pipeline creation time.

Changes:
- Add safe_idx(ivec3) overload to indexing.glslh
- Fix transfer_texture.glsl, slice.glslh, select.glslh (transfer ops)
- Fix nchw_to_int8x4_buffer.glsl, full_texture.glsl (staging/utility)
- Fix gather, split, index_tensor, where, expand, pad, repeat, arange
  texture shaders (1-line fixes each)
- Fix softmax.glsl, reduce.glsl, reduce2d.glsl, var_texture3d.glsl
  (reduction shaders with multiple fixes + added indexing.glslh include)
- Remove unused ShaderNameUtils.h include from Slice.cpp

Differential Revision: [D98220450](https://our.internmc.facebook.com/intern/diff/D98220450/)

[ghstack-poisoned]
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pytorch-bot Bot commented Mar 25, 2026

🔗 Helpful Links

🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/18512

Note: Links to docs will display an error until the docs builds have been completed.

❌ 1 Cancelled Job, 7 Pending, 2 Unrelated Failures

As of commit 9363a9c with merge base 8d43d97 (image):

CANCELLED JOB - The following job was cancelled. Please retry:

BROKEN TRUNK - The following jobs failed but were present on the merge base:

👉 Rebase onto the `viable/strict` branch to avoid these failures

This comment was automatically generated by Dr. CI and updates every 15 minutes.

SS-JIA pushed a commit that referenced this pull request Mar 25, 2026
The Adreno 740 GPU driver crashes (SIGSEGV in vkCreateComputePipelines)
when GLSL shaders dynamically index a UBO-backed ivec4/ivec3 with a
specialization-constant-derived value. This was causing the skin
segmentation model to crash during pipeline creation on Samsung S23.

Fix all instances across 18 shader files by replacing patterns like
`meta.sizes[packed_dim]` with `safe_idx(meta.sizes, packed_dim)`, which
uses an if/else chain that the driver resolves at pipeline creation time.

Changes:
- Add safe_idx(ivec3) overload to indexing.glslh
- Fix transfer_texture.glsl, slice.glslh, select.glslh (transfer ops)
- Fix nchw_to_int8x4_buffer.glsl, full_texture.glsl (staging/utility)
- Fix gather, split, index_tensor, where, expand, pad, repeat, arange
  texture shaders (1-line fixes each)
- Fix softmax.glsl, reduce.glsl, reduce2d.glsl, var_texture3d.glsl
  (reduction shaders with multiple fixes + added indexing.glslh include)
- Remove unused ShaderNameUtils.h include from Slice.cpp

Differential Revision: [D98220450](https://our.internmc.facebook.com/intern/diff/D98220450/)

ghstack-source-id: 357844383
Pull Request resolved: #18512
@meta-cla meta-cla Bot added the CLA Signed This label is managed by the Facebook bot. Authors need to sign the CLA before a PR can be reviewed. label Mar 25, 2026
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@meta-codesync meta-codesync Bot merged commit a37e1aa into gh/SS-JIA/511/base Mar 26, 2026
160 of 168 checks passed
@meta-codesync meta-codesync Bot deleted the gh/SS-JIA/511/head branch March 26, 2026 02:55
@meta-codesync meta-codesync Bot temporarily deployed to cherry-pick-bot March 26, 2026 02:55 Inactive
SS-JIA pushed a commit that referenced this pull request Mar 26, 2026
The Adreno 740 GPU driver crashes (SIGSEGV in vkCreateComputePipelines)
when GLSL shaders dynamically index a UBO-backed ivec4/ivec3 with a
specialization-constant-derived value. This was causing the skin
segmentation model to crash during pipeline creation on Samsung S23.

Fix all instances across 18 shader files by replacing patterns like
`meta.sizes[packed_dim]` with `safe_idx(meta.sizes, packed_dim)`, which
uses an if/else chain that the driver resolves at pipeline creation time.

Changes:
- Add safe_idx(ivec3) overload to indexing.glslh
- Fix transfer_texture.glsl, slice.glslh, select.glslh (transfer ops)
- Fix nchw_to_int8x4_buffer.glsl, full_texture.glsl (staging/utility)
- Fix gather, split, index_tensor, where, expand, pad, repeat, arange
  texture shaders (1-line fixes each)
- Fix softmax.glsl, reduce.glsl, reduce2d.glsl, var_texture3d.glsl
  (reduction shaders with multiple fixes + added indexing.glslh include)
- Remove unused ShaderNameUtils.h include from Slice.cpp

Differential Revision: [D98220450](https://our.internmc.facebook.com/intern/diff/D98220450/)

ghstack-source-id: 357844383
Pull Request resolved: #18512
SS-JIA pushed a commit that referenced this pull request Mar 26, 2026
The Adreno 740 GPU driver crashes (SIGSEGV in vkCreateComputePipelines)
when GLSL shaders dynamically index a UBO-backed ivec4/ivec3 with a
specialization-constant-derived value. This was causing the skin
segmentation model to crash during pipeline creation on Samsung S23.

Fix all instances across 18 shader files by replacing patterns like
`meta.sizes[packed_dim]` with `safe_idx(meta.sizes, packed_dim)`, which
uses an if/else chain that the driver resolves at pipeline creation time.

Changes:
- Add safe_idx(ivec3) overload to indexing.glslh
- Fix transfer_texture.glsl, slice.glslh, select.glslh (transfer ops)
- Fix nchw_to_int8x4_buffer.glsl, full_texture.glsl (staging/utility)
- Fix gather, split, index_tensor, where, expand, pad, repeat, arange
  texture shaders (1-line fixes each)
- Fix softmax.glsl, reduce.glsl, reduce2d.glsl, var_texture3d.glsl
  (reduction shaders with multiple fixes + added indexing.glslh include)
- Remove unused ShaderNameUtils.h include from Slice.cpp

Differential Revision: [D98220450](https://our.internmc.facebook.com/intern/diff/D98220450/)

ghstack-source-id: 357844383
Pull Request resolved: #18512
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