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Metal.randn! produces Nan #474
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#321 is part of 1.4.2, so cc @christiangnrd. |
I'll look into some more when I have more time, but this seems to be an upstream bug. See pytorch/pytorch#89283 |
Happens in Swift too. You even get the same NaNs when using the same seed. Julia example: julia> using Metal;N=100000000;X0=Metal.zeros(Float32, N);rng = MPS.RNG(device(), 1234); Metal.randn!(rng, X0);collect(1:N)[Array(isnan.(X0))]
9-element Vector{Int64}:
5281172
18887991
23601183
27449378
28126551
43658369
53930280
71339505
76705941 Swift equivalent MWEimport Metal
import MetalPerformanceShaders
func main(T: Float.Type = Float32.self, N: Int = 100000000, seed: Int = 1234) {
guard let device = MTLCreateSystemDefaultDevice(),
let commandQueue = device.makeCommandQueue() else {
fatalError("Metal device or command queue could not be created")
}
var a = [Float](repeating: 1, count: N)
let aBuffer = device.makeBuffer(bytes: &a, length: MemoryLayout<Float>.size * N, options: [])
let aVectorDescriptor = MPSVectorDescriptor(length: N, dataType: .float32)
let aVector = MPSVector(buffer: aBuffer!, descriptor: aVectorDescriptor)
let randesc = MPSMatrixRandomDistributionDescriptor.normalDistributionDescriptor(withMean: 0, standardDeviation: 1)
var rand = MPSMatrixRandomPhilox(device: device, destinationDataType: .float32, seed: seed, distributionDescriptor: randesc)
let commandBuffer = commandQueue.makeCommandBuffer()!
rand.encode(commandBuffer: commandBuffer, destinationVector: aVector)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
// Check for NaNs in the result matrix
let aPointer = aBuffer!.contents().bindMemory(to: Float.self, capacity: N)
var j = 0
var c = 0
print(String(format: "Found NaNs:", c))
while j < N {
if aPointer[j].isNaN {
c += 1
print(j)
}
j += 1
}
print(String(format: "\n%d NaN in result\n", c))
}
main() Swift Output:
|
Did you post the Swift MWE on the Apple forums before to see what they have to say? I suppose an autorelease pool will fix this as always. |
https://developer.apple.com/forums/thread/767452
I don't think so this time. Using a uniform generator has no issues. That and the consistent locations of the NaNs in the result lead me to believe it's a bug in their shaders |
Hi,
On a M2 Max with
I observe:
I hope this is not too difficult to fix.
best regards
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