Files
2026-07-13 13:28:46 +08:00

401 lines
15 KiB
Swift

// For licensing see accompanying LICENSE.md file.
// Copyright (C) 2023 Apple Inc. All Rights Reserved.
import Accelerate
import CoreGraphics
import CoreML
import Foundation
import NaturalLanguage
/// A pipeline used to generate image samples from text input using stable diffusion XL
///
/// This implementation matches:
/// [Hugging Face Diffusers XL Pipeline](https://github.com/huggingface/diffusers/blob/main/src/diffusers/pipelines/stable_diffusion_xl/pipeline_stable_diffusion_xl.py)
@available(iOS 17.0, macOS 14.0, *)
public struct StableDiffusionXLPipeline: StableDiffusionPipelineProtocol {
public typealias Configuration = PipelineConfiguration
public typealias Progress = PipelineProgress
/// Model to generate embeddings for tokenized input text
var textEncoder: TextEncoderXLModel?
var textEncoder2: TextEncoderXLModel
/// Model used to predict noise residuals given an input, diffusion time step, and conditional embedding
var unet: Unet
/// Model used to refine the image, if present
var unetRefiner: Unet?
/// Model used to generate final image from latent diffusion process
var decoder: Decoder
/// Model used to latent space for image2image, and soon, in-painting
var encoder: Encoder?
/// Option to reduce memory during image generation
///
/// If true, the pipeline will lazily load TextEncoder, Unet, Decoder, and SafetyChecker
/// when needed and aggressively unload their resources after
///
/// This will increase latency in favor of reducing memory
var reduceMemory: Bool = false
/// Creates a pipeline using the specified models and tokenizer
///
/// - Parameters:
/// - textEncoder: Model for encoding tokenized text
/// - textEncoder2: Second text encoding model
/// - unet: Model for noise prediction on latent samples
/// - decoder: Model for decoding latent sample to image
/// - reduceMemory: Option to enable reduced memory mode
/// - Returns: Pipeline ready for image generation
public init(
textEncoder: TextEncoderXLModel?,
textEncoder2: TextEncoderXLModel,
unet: Unet,
unetRefiner: Unet?,
decoder: Decoder,
encoder: Encoder?,
reduceMemory: Bool = false
) {
self.textEncoder = textEncoder
self.textEncoder2 = textEncoder2
self.unet = unet
self.unetRefiner = unetRefiner
self.decoder = decoder
self.encoder = encoder
self.reduceMemory = reduceMemory
}
/// Load required resources for this pipeline
///
/// If reducedMemory is true this will instead call prewarmResources instead
/// and let the pipeline lazily load resources as needed
public func loadResources() throws {
if reduceMemory {
try prewarmResources()
} else {
try textEncoder2.loadResources()
try unet.loadResources()
try decoder.loadResources()
do {
try textEncoder?.loadResources()
} catch {
print("Error loading resources for textEncoder: \(error)")
}
// Only prewarm refiner unet on load so it's unloaded until needed
do {
try unetRefiner?.prewarmResources()
} catch {
print("Error loading resources for unetRefiner: \(error)")
}
do {
try encoder?.loadResources()
} catch {
print("Error loading resources for vae encoder: \(error)")
}
}
}
/// Unload the underlying resources to free up memory
public func unloadResources() {
textEncoder?.unloadResources()
textEncoder2.unloadResources()
unet.unloadResources()
unetRefiner?.unloadResources()
decoder.unloadResources()
encoder?.unloadResources()
}
/// Prewarm resources one at a time
public func prewarmResources() throws {
try textEncoder2.prewarmResources()
try unet.prewarmResources()
try decoder.prewarmResources()
do {
try textEncoder?.prewarmResources()
} catch {
print("Error prewarming resources for textEncoder: \(error)")
}
do {
try unetRefiner?.prewarmResources()
} catch {
print("Error prewarming resources for unetRefiner: \(error)")
}
do {
try encoder?.prewarmResources()
} catch {
print("Error prewarming resources for vae encoder: \(error)")
}
}
/// Image generation using stable diffusion
/// - Parameters:
/// - configuration: Image generation configuration
/// - progressHandler: Callback to perform after each step, stops on receiving false response
/// - Returns: An array of `imageCount` optional images.
/// The images will be nil if safety checks were performed and found the result to be un-safe
public func generateImages(
configuration config: Configuration,
progressHandler: (Progress) -> Bool = { _ in true }
) throws -> [CGImage?] {
// Determine input type of Unet
// SDXL Refiner has a latentTimeIdShape of [2, 5]
// SDXL Base has either [12] or [2, 6]
let isRefiner = unet.latentTimeIdShape.last == 5
// Setup geometry conditioning for base/refiner inputs
var baseInput: ModelInputs?
var refinerInput: ModelInputs?
// Check if the first textEncoder is available, which is required for base models
if textEncoder != nil {
baseInput = try generateConditioning(using: config, forRefiner: isRefiner)
}
// Check if the refiner unet exists, or if the current unet is a refiner
if unetRefiner != nil || isRefiner {
refinerInput = try generateConditioning(using: config, forRefiner: true)
}
if reduceMemory {
textEncoder?.unloadResources()
textEncoder2.unloadResources()
}
/// Setup schedulers
let scheduler: [Scheduler] = (0..<config.imageCount).map { _ in
switch config.schedulerType {
case .pndmScheduler: return PNDMScheduler(stepCount: config.stepCount)
case .dpmSolverMultistepScheduler: return DPMSolverMultistepScheduler(stepCount: config.stepCount, timeStepSpacing: config.schedulerTimestepSpacing)
case .discreteFlowScheduler: return DiscreteFlowScheduler(stepCount: config.stepCount, timeStepShift: config.schedulerTimestepShift)
}
}
// Generate random latent samples from specified seed
var latents: [MLShapedArray<Float32>] = try generateLatentSamples(configuration: config, scheduler: scheduler[0])
// Store denoised latents from scheduler to pass into decoder
var denoisedLatents: [MLShapedArray<Float32>] = latents.map { MLShapedArray(converting: $0) }
if reduceMemory {
encoder?.unloadResources()
}
let timestepStrength: Float? = config.mode == .imageToImage ? config.strength : nil
// Store current model
var unetModel = unet
var currentInput = baseInput ?? refinerInput
var unetHiddenStates = currentInput?.hiddenStates
var unetPooledStates = currentInput?.pooledStates
var unetGeometryConditioning = currentInput?.geometryConditioning
let timeSteps: [Int] = scheduler[0].calculateTimesteps(strength: timestepStrength)
// Calculate which step to swap to refiner
let refinerStartStep = Int(Float(timeSteps.count) * config.refinerStart)
// De-noising loop
for (step,t) in timeSteps.enumerated() {
// Expand the latents for classifier-free guidance
// and input to the Unet noise prediction model
let latentUnetInput = latents.map {
MLShapedArray<Float32>(concatenating: [$0, $0], alongAxis: 0)
}
// Switch to refiner if specified
if let refiner = unetRefiner, step == refinerStartStep {
unet.unloadResources()
unetModel = refiner
currentInput = refinerInput
unetHiddenStates = currentInput?.hiddenStates
unetPooledStates = currentInput?.pooledStates
unetGeometryConditioning = currentInput?.geometryConditioning
}
guard let hiddenStates = unetHiddenStates,
let pooledStates = unetPooledStates,
let geometryConditioning = unetGeometryConditioning else {
throw PipelineError.missingUnetInputs
}
// Predict noise residuals from latent samples
// and current time step conditioned on hidden states
var noise = try unetModel.predictNoise(
latents: latentUnetInput,
timeStep: t,
hiddenStates: hiddenStates,
pooledStates: pooledStates,
geometryConditioning: geometryConditioning
)
noise = performGuidance(noise, config.guidanceScale)
// Have the scheduler compute the previous (t-1) latent
// sample given the predicted noise and current sample
for i in 0..<config.imageCount {
latents[i] = scheduler[i].step(
output: noise[i],
timeStep: t,
sample: latents[i]
)
denoisedLatents[i] = scheduler[i].modelOutputs.last ?? latents[i]
}
let currentLatentSamples = config.useDenoisedIntermediates ? denoisedLatents : latents
// Report progress
let progress = Progress(
pipeline: self,
prompt: config.prompt,
step: step,
stepCount: timeSteps.count,
currentLatentSamples: currentLatentSamples,
configuration: config
)
if !progressHandler(progress) {
// Stop if requested by handler
return []
}
}
// Unload resources
if reduceMemory {
unet.unloadResources()
}
unetRefiner?.unloadResources()
// Decode the latent samples to images
return try decodeToImages(denoisedLatents, configuration: config)
}
func encodePrompt(_ prompt: String, forRefiner: Bool = false) throws -> (MLShapedArray<Float32>, MLShapedArray<Float32>) {
var embeds = MLShapedArray<Float32>()
var pooled = MLShapedArray<Float32>()
if forRefiner {
let (embeds2, pooledValue) = try textEncoder2.encode(prompt)
// Refiner only takes textEncoder2 embeddings
// [1, 77, 1280]
embeds = embeds2
pooled = pooledValue
} else {
guard let encoder = textEncoder else {
throw PipelineError.startingText2ImgWithoutTextEncoder
}
let (embeds1, _) = try encoder.encode(prompt)
let (embeds2, pooledValue) = try textEncoder2.encode(prompt)
// Base needs concatenated embeddings
// [1, 77, 768], [1, 77, 1280] -> [1, 77, 2048]
embeds = MLShapedArray<Float32>(
concatenating: [embeds1, embeds2],
alongAxis: 2
)
pooled = pooledValue
}
return (embeds, pooled)
}
func generateConditioning(using config: Configuration, forRefiner: Bool = false) throws -> ModelInputs {
// Encode the input prompt and negative prompt
let (promptEmbedding, pooled) = try encodePrompt(config.prompt, forRefiner: forRefiner)
let (negativePromptEmbedding, negativePooled) = try encodePrompt(config.negativePrompt, forRefiner: forRefiner)
// Convert to Unet hidden state representation
// Concatenate the prompt and negative prompt embeddings
let hiddenStates = toHiddenStates(MLShapedArray(concatenating: [negativePromptEmbedding, promptEmbedding], alongAxis: 0))
let pooledStates = MLShapedArray(concatenating: [negativePooled, pooled], alongAxis: 0)
// Inline helper functions for geometry creation
func refinerGeometry() -> MLShapedArray<Float32> {
let negativeGeometry = MLShapedArray<Float32>(
scalars: [
config.originalSize, config.originalSize,
config.cropsCoordsTopLeft, config.cropsCoordsTopLeft,
config.negativeAestheticScore
],
shape: [1, 5]
)
let positiveGeometry = MLShapedArray<Float32>(
scalars: [
config.originalSize, config.originalSize,
config.cropsCoordsTopLeft, config.cropsCoordsTopLeft,
config.aestheticScore
],
shape: [1, 5]
)
return MLShapedArray<Float32>(concatenating: [negativeGeometry, positiveGeometry], alongAxis: 0)
}
func baseGeometry() -> MLShapedArray<Float32> {
let geometry = MLShapedArray<Float32>(
scalars: [
config.originalSize, config.originalSize,
config.cropsCoordsTopLeft, config.cropsCoordsTopLeft,
config.targetSize, config.targetSize
],
// TODO: This checks if the time_ids input is looking for [12] or [2, 6]
// Remove once model input shapes are ubiquitous
shape: unet.latentTimeIdShape.count > 1 ? [1, 6] : [6]
)
return MLShapedArray<Float32>(concatenating: [geometry, geometry], alongAxis: 0)
}
let geometry = forRefiner ? refinerGeometry() : baseGeometry()
return ModelInputs(hiddenStates: hiddenStates, pooledStates: pooledStates, geometryConditioning: geometry)
}
func generateLatentSamples(configuration config: Configuration, scheduler: Scheduler) throws -> [MLShapedArray<Float32>] {
var sampleShape = unet.latentSampleShape
sampleShape[0] = 1
let stdev = scheduler.initNoiseSigma
var random = randomSource(from: config.rngType, seed: config.seed)
let samples = (0..<config.imageCount).map { _ in
MLShapedArray<Float32>(
converting: random.normalShapedArray(sampleShape, mean: 0.0, stdev: Double(stdev)))
}
if let image = config.startingImage, config.mode == .imageToImage {
guard let encoder else {
throw PipelineError.startingImageProvidedWithoutEncoder
}
let latent = try encoder.encode(image, scaleFactor: config.encoderScaleFactor, random: &random)
return scheduler.addNoise(originalSample: latent, noise: samples, strength: config.strength)
}
return samples
}
public func decodeToImages(_ latents: [MLShapedArray<Float32>], configuration config: Configuration) throws -> [CGImage?] {
defer {
if reduceMemory {
decoder.unloadResources()
}
}
return try decoder.decode(latents, scaleFactor: config.decoderScaleFactor)
}
struct ModelInputs {
var hiddenStates: MLShapedArray<Float32>
var pooledStates: MLShapedArray<Float32>
var geometryConditioning: MLShapedArray<Float32>
}
}