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