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Thread group count is above the maximum allowed limit

Discussion in 'ML-Agents' started by SaschaWaal, Jun 25, 2020.

  1. SaschaWaal

    SaschaWaal

    Joined:
    Sep 17, 2019
    Posts:
    2
    Hi, I am trying out a pre-trained model (https://github.com/onnx/models/tree/master/vision/object_detection_segmentation/duc)

    But I keep getting an error that the thread group is above the maximum allowed limit.
    Any tips or direction on how I could fix it?

    Error
    Code (CSharp):
    1. Thread group count is above the maximum allowed limit. Maximum allowed thread group count is 65535.
    2. UnityEngine.ComputeShader:Dispatch(Int32, Int32, Int32, Int32)
    3. Barracuda.ComputeFunc:Dispatch(Int32, Int32, Int32) (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/BarracudaReferenceCompute.cs:1422)
    4. Barracuda.ComputeFunc:Dispatch(Int32[]) (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/BarracudaReferenceCompute.cs:1408)
    5. Barracuda.ComputeKernel:Dispatch() (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/BarracudaCompute.cs:435)
    6. Barracuda.ComputeOps:Softmax(Tensor) (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/BarracudaCompute.cs:847)
    7. Barracuda.StatsOps:Barracuda.IOps.Softmax(Tensor) (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/StatsOps.cs:209)
    8. Barracuda.<ExecuteAsync>d__27:MoveNext() (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/GenericWorker.cs:587)
    9. Barracuda.GenericWorker:Execute() (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/GenericWorker.cs:117)
    10. Barracuda.GenericWorker:Execute(IDictionary`2) (at Library/PackageCache/com.unity.barracuda@0.4.0-preview/Barracuda/Core/Backends/GenericWorker.cs:105)
    11. <Working>d__10:MoveNext() (at Assets/Scripts/ModelTester.cs:59)
    12. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    13.  
    Script
    Code (CSharp):
    1. using Barracuda;
    2. using System;
    3. using System.Collections;
    4. using System.Collections.Generic;
    5. using UnityEngine;
    6.  
    7. public class ModelTester : MonoBehaviour
    8. {
    9.     private const string INPUT_NAME = "data";
    10.  
    11.     [SerializeField]
    12.     private NNModel modelFile;
    13.  
    14.     [SerializeField]
    15.     private Texture2D texture;
    16.  
    17.     private IWorker worker;
    18.  
    19.     private void Start() {
    20.         Model model = ModelLoader.Load(this.modelFile, false);
    21.  
    22.         this.worker = WorkerFactory.CreateWorker(WorkerFactory.Type.ComputePrecompiled, model);
    23.         StartCoroutine(Working());
    24.     }
    25.  
    26.     private IEnumerator Working() {
    27.         Debug.Log("Starting");
    28.         yield return new WaitForSeconds(1);
    29.  
    30.         using (var tensor = new Tensor(texture)) {
    31.             Dictionary<string, Tensor> inputs = new Dictionary<string, Tensor>();
    32.  
    33.             try {
    34.                 inputs.Add(INPUT_NAME, tensor);
    35.  
    36.                 this.worker.Execute(inputs);
    37.             } catch (Exception ex) {
    38.                 Debug.LogError(ex);
    39.             }
    40.  
    41.             // Do stuff with the result
    42.             Debug.Log("Done");
    43.         }
    44.     }
    45. }
     
  2. ervteng_unity

    ervteng_unity

    Unity Technologies

    Joined:
    Dec 6, 2018
    Posts:
    48
    TreyK-47 likes this.
  3. SaschaWaal

    SaschaWaal

    Joined:
    Sep 17, 2019
    Posts:
    2
    Thanks! will do that
     
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