Access tensor data directly
To avoid Sentis downloading a tensor to a cache when you access a tensor, or when you need to pass a tensor between multiple models, you can read from and write to the tensor data directly in memory instead.
Refer to Tensor fundamentals in Sentis for more information about how Sentis stores tensor data.
You can also use IOps
methods to do complicated tensor operations with a Sentis back end type that uses compute shaders or Burst. For example, you can use IOps
to do matrix multiplication. Refer to Do operations on tensors for more information.
Check where the data for a tensor is stored
Use the tensorOnDevice.deviceType
property of a tensor to check where the tensor data is stored. The property is either CPU
or GPU
.
For example:
using UnityEngine;
using Unity.Sentis;
public class CheckTensorLocation : MonoBehaviour
{
public Texture2D inputTexture;
void Start()
{
// Create input data as a tensor
Tensor inputTensor = TextureConverter.ToTensor(inputTexture);
// Check if the tensor is stored in CPU or GPU memory, and write to the Console window.
Debug.Log(inputTensor.tensorOnDevice.deviceType);
}
}
If you want to force a tensor to the other device, use the following:
ComputeTensorData.Pin
to force a tensor into GPU compute shader memory in a ComputeBuffer.BurstTensorData.Pin
to force a tensor into CPU memory for a Burst job.ArrayTensorData.Pin
to force a tensor into CPU memory as a NativeArray.
For example:
// Create a tensor
TensorFloat inputTensor = TensorFloat.Zeros(new TensorShape(1, 3, 2, 2));
// Force the tensor into GPU memory
ComputeTensorData gpuTensor = ComputeTensorData.Pin(inputTensor);
If the tensor data is already on the device you force it to, the method is a passthrough.
Access a tensor in GPU memory
To access a tensor in GPU memory, first get the tensor data as a ComputeTensorData
object. You can do either of the following to get a ComputeTensorData
object:
- Use the return value of
ComputeTensorData.Pin
. Use
myTensor.tensorOnDevice as ComputeTensorData
.For example:
// Create a tensor TensorFloat inputTensor = TensorFloat.Zeros(new TensorShape(1, 3, 2, 2)); // Get the tensor data as a ComputeTensorData object ComputeTensorData gpuTensor = inputTensor.tensorOnDevice as ComputeTensorData;
You can then use the buffer
property of the ComputeTensorData
object and a compute shader to access the tensor data in the compute buffer directly. Refer to ComputeBuffer
in the Unity API reference for more information about how to access a compute buffer.
Refer to the AsyncReadback/AsyncReadBackCompute
example in the sample scripts for a working example.
Access a tensor in CPU memory
To access a tensor in CPU memory, first get the tensor data as a BurstTensorData
or ArrayTensorData
object.
Get a BurstTensorData
object
You can do either of the following to get a BurstTensorData
object:
- Use the return value of
BurstTensorData.Pin
. - Use
myTensor.tensorOnDevice as BurstTensorData
.
You can then use the object in a Burst function like IJobParallelFor
to read from and write to the tensor data. You can also use the fence
and reuse
properties of the object to force your code to wait for a Burst job to finish.
Refer to the following:
- The
CSharpJob
example in the sample scripts for a working example. - The Burst documentation.
Get an ArrayTensorData
object
You can do either of the following to get an ArrayTensorData
object:
- Use the return value of
ArrayTensorData.Pin
. - Use
myTensor.tensorOnDevice as ArrayTensorData
.
You can then use methods in the NativeTensorArray
class to read from and write to the tensor data as a native array.
Refer to NativeArray in the Unity API reference for more information about how to use a native array.