Various small optimizations

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mlemanczyk committed 2025-11-02 11:24:18 +01:00
1 parent 76dfe108a9
commit 07be671726
14 files changed
+206 -276

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@@ -7,23 +7,19 @@ namespace PerfectNumbers.Core.Gpu;
public static class GpuContextPool
{
// The pool intentionally skips pre-loading ProcessEightBitWindows kernels so accelerator initialization
// stays stable; GpuKernelPool JIT-compiles them on first use alongside the small-cycle uploads.
// Default device preference for generic GPU kernels (prime scans, NTT, etc.)
public static bool ForceCpu { get; set; } = false;
// The pool intentionally skips pre-loading ProcessEightBitWindows kernels so accelerator initialization
// stays stable; GpuKernelPool JIT-compiles them on first use alongside the small-cycle uploads.
// Default device preference for generic GPU kernels (prime scans, NTT, etc.)
internal sealed class PooledContext
{
public Context Context { get; }
public Accelerator Accelerator { get; }
internal sealed class PooledContext
{
public Context Context { get; }
public Accelerator Accelerator { get; }
public bool IsCpu { get; }
public object ExecutionLock { get; } = new();
public PooledContext(bool preferCpu)
public PooledContext()
{
Context = Context.CreateDefault();
Accelerator = Context.GetPreferredDevice(preferCpu).CreateAccelerator(Context);
IsCpu = Accelerator.AcceleratorType == AcceleratorType.CPU;
Accelerator = Context.GetPreferredDevice(false).CreateAccelerator(Context);
DivisorGeneratorGpuCache.WarmUpByDivisorTables(Accelerator);
// NOTE: Avoid loading/compiling any kernel here to prevent implicit
// CL stream/queue creation during accelerator construction.
// Some OpenCL drivers are fragile when a queue is created immediately
@@ -32,7 +28,6 @@ public static class GpuContextPool
public void Dispose()
{
// Ensure all cached GPU buffers for this accelerator are released.
NttGpuMath.ClearCaches(Accelerator);
// Release PrimeTester GPU state for this accelerator (kernel/device primes)
@@ -45,116 +40,76 @@ public static class GpuContextPool
}
}
private static readonly ConcurrentQueue<PooledContext> CpuPool = new();
private static readonly ConcurrentQueue<PooledContext> GpuPool = new();
private static int WarmedGpuContextCount;
public static GpuContextLease Rent()
{
return RentPreferred(ForceCpu);
}
private static int WarmedGpuContextCount;
// Allows callers to choose CPU/GPU per use-case, decoupled from ForceCpu.
public static GpuContextLease RentPreferred(bool preferCpu)
public static GpuContextLease Rent()
{
if (preferCpu && CpuPool.TryDequeue(out var cpu))
{
return new GpuContextLease(cpu);
}
if (!preferCpu && GpuPool.TryDequeue(out var gpu))
if (GpuPool.TryDequeue(out var gpu))
{
return new GpuContextLease(gpu);
}
// Create a new accelerator when the pool does not have one available.
return new GpuContextLease(new PooledContext(preferCpu));
return new GpuContextLease(new PooledContext());
}
public static void WarmUpPool(int threadCount)
{
if (ForceCpu)
{
return;
}
public static void WarmUpPool(int threadCount)
{
if (threadCount <= WarmedGpuContextCount)
{
return;
}
int target = threadCount >> 2;
if (target == 0)
{
target = threadCount;
}
int toCreate = threadCount - WarmedGpuContextCount;
var contexts = new PooledContext[toCreate];
for (int i = 0; i < toCreate; i++)
{
contexts[i] = new PooledContext();
}
if (target <= WarmedGpuContextCount)
{
return;
}
int toCreate = target - WarmedGpuContextCount;
var contexts = new PooledContext[toCreate];
for (int i = 0; i < toCreate; i++)
{
contexts[i] = new PooledContext(preferCpu: false);
}
for (int i = 0; i < toCreate; i++)
{
GpuPool.Enqueue(contexts[i]);
}
WarmedGpuContextCount = target;
}
for (int i = 0; i < toCreate; i++)
{
GpuPool.Enqueue(contexts[i]);
}
WarmedGpuContextCount = threadCount;
}
public static void DisposeAll()
{
while (CpuPool.TryDequeue(out var cpu))
{
cpu.Dispose();
}
while (GpuPool.TryDequeue(out var gpu))
{
gpu.Dispose();
}
PrimeTester.DisposeGpuContexts();
WarmedGpuContextCount = 0;
WarmedGpuContextCount = 0;
}
private static void Return(PooledContext ctx)
{
ctx.Accelerator.Synchronize();
if (ctx.IsCpu)
{
CpuPool.Enqueue(ctx);
}
else
{
GpuPool.Enqueue(ctx);
}
GpuPool.Enqueue(ctx);
}
public struct GpuContextLease
{
private readonly PooledContext _ctx;
public readonly struct GpuContextLease
{
private readonly PooledContext _ctx;
internal GpuContextLease(PooledContext ctx)
{
_ctx = ctx;
}
internal GpuContextLease(PooledContext ctx)
{
_ctx = ctx;
}
public Context Context => _ctx.Context;
public Accelerator Accelerator => _ctx.Accelerator;
public object ExecutionLock => _ctx.ExecutionLock;
public void Dispose()
{
public readonly Context Context => _ctx.Context;
public readonly Accelerator Accelerator => _ctx.Accelerator;
public readonly void Dispose()
{
Return(_ctx);
}
}
}
}
}