Merge pull request #253 from mlemanczyk/codex/optimize-evenperfectbitscanner-for-primetestergpucontextleas
Add GPU lease warm-up and shared limiter
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4 files changed
+98
-58
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@@ -58,14 +58,15 @@ internal static class Program
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bool startPrimeProvided = _cliArguments.StartPrimeProvided;
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int threadCount = Math.Max(1, _cliArguments.ThreadCount);
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int gpuPrimeBatch = Math.Max(1, _cliArguments.GpuPrimeBatch);
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int gpuPrimeThreads = Math.Max(1, _cliArguments.GpuPrimeThreads);
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UnboundedTaskScheduler.ConfigureThreadCount(threadCount);
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PrimeTester.GpuBatchSize = gpuPrimeBatch;
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GpuPrimeWorkLimiter.SetLimit(gpuPrimeThreads);
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GpuContextPool.WarmUpPool(threadCount);
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PrimeTester.WarmUpGpuKernels(threadCount);
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PrimeTester.WarmUpGpuKernels(gpuPrimeThreads);
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Console.WriteLine("Starting up threads...");
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_ = UnboundedTaskScheduler.Instance;
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int blockSize = Math.Max(1, _cliArguments.BlockSize);
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int gpuPrimeThreads = Math.Max(1, _cliArguments.GpuPrimeThreads);
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GpuKernelType kernelType = _cliArguments.KernelType;
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bool useBitTransform = _cliArguments.UseBitTransform;
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bool useOrder = _cliArguments.UseOrder;
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@@ -117,9 +118,6 @@ internal static class Program
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return;
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}
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// Apply GPU prime sieve runtime configuration
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GpuPrimeWorkLimiter.SetLimit(gpuPrimeThreads);
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PrimeTester.GpuBatchSize = gpuPrimeBatch;
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MersenneDivisorCycles mersenneDivisorCycles = new();
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if (!File.Exists(cyclesPath) || continueCyclesGeneration)
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@@ -48,7 +48,7 @@ public static class GpuContextPool
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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 Rent()
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public static GpuContextLease Rent()
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{
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if (GpuPool.TryDequeue(out var gpu))
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{
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@@ -59,6 +59,7 @@ public static class GpuContextPool
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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 (threadCount <= WarmedGpuContextCount)
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@@ -98,21 +99,30 @@ public static class GpuContextPool
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GpuPool.Enqueue(ctx);
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}
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public readonly struct GpuContextLease
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public struct GpuContextLease
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{
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private readonly PooledContext _ctx;
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private PooledContext? _ctx;
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private bool _disposed;
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internal GpuContextLease(PooledContext ctx)
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{
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_ctx = ctx;
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_disposed = false;
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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 Context Context => _ctx!.Context;
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public Accelerator Accelerator => _ctx!.Accelerator;
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public readonly void Dispose()
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public void Dispose()
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{
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Return(_ctx);
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if (_disposed)
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{
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return;
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}
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_disposed = true;
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Return(_ctx!);
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_ctx = null;
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}
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}
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}
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@@ -1,3 +1,6 @@
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using System;
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using System.Threading;
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namespace PerfectNumbers.Core.Gpu;
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public static class GpuPrimeWorkLimiter
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@@ -10,24 +13,31 @@ public static class GpuPrimeWorkLimiter
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// TODO: Inline the pooled limiter guard from the GpuLimiterThroughputBenchmarks so prime-sieve
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// GPU jobs stop allocating Lease instances on every acquisition.
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var sem = _semaphore;
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// sem.Wait();
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sem.Wait();
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return new Lease(sem);
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}
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public static void SetLimit(int value)
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{
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if (value == _currentLimit)
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{
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return;
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}
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if (value <= 0)
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{
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value = 1;
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}
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// TODO: Switch to a shared limiter implementation with GpuWorkLimiter so we can coordinate CPU/GPU prime work using
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// the same semaphore pool without reallocating per adjustment.
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_semaphore = new SemaphoreSlim(value, value);
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_currentLimit = value;
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if (value == _currentLimit)
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{
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return;
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}
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// TODO: Switch to a shared limiter implementation with GpuWorkLimiter so we can coordinate CPU/GPU prime work using
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// the same semaphore pool without reallocating per adjustment.
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var previous = _semaphore;
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_semaphore = new SemaphoreSlim(value, value);
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_currentLimit = value;
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previous.Dispose();
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}
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public sealed class Lease
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public sealed class Lease : IDisposable
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{
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private readonly SemaphoreSlim _sem;
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@@ -38,8 +48,7 @@ public static class GpuPrimeWorkLimiter
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public void Dispose()
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{
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// _sem.Release();
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_sem.Release();
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}
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}
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}
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@@ -159,18 +159,7 @@ public sealed class PrimeTester
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return;
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}
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int toWarm = target - WarmedGpuLeaseCount;
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var leases = new PrimeTesterGpuContextPool.PrimeTesterGpuContextLease[toWarm];
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for (int i = 0; i < toWarm; i++)
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{
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leases[i] = PrimeTesterGpuContextPool.Rent(GpuBatchSize);
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}
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for (int i = 0; i < toWarm; i++)
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{
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leases[i].Dispose();
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}
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PrimeTesterGpuContextPool.WarmUp(target, GpuBatchSize);
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WarmedGpuLeaseCount = target;
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}
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}
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@@ -229,6 +218,8 @@ public sealed class PrimeTester
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internal static class PrimeTesterGpuContextPool
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{
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private static readonly ConcurrentQueue<PrimeTesterGpuContextLease> Pool = new();
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private static readonly object WarmUpLock = new();
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private static int WarmedLeaseCount;
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private static readonly object SharedTablesLock = new();
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private static readonly Dictionary<string, SharedHeuristicGpuTables> SharedTables = new();
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@@ -267,21 +258,46 @@ public sealed class PrimeTester
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}
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}
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internal static PrimeTesterGpuContextLease Rent(int minBufferCapacity = 1)
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internal static void WarmUp(int target, int minBufferCapacity)
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{
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if (!Pool.TryDequeue(out var lease))
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if (target <= 0)
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{
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lease = new PrimeTesterGpuContextLease(minBufferCapacity);
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}
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else
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{
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lease.EnsureCapacity(minBufferCapacity);
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return;
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}
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lease.ResetReturnFlag();
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return lease;
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lock (WarmUpLock)
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{
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if (target <= WarmedLeaseCount)
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{
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return;
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}
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int toCreate = target - WarmedLeaseCount;
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for (int i = 0; i < toCreate; i++)
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{
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Pool.Enqueue(new PrimeTesterGpuContextLease(minBufferCapacity));
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}
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WarmedLeaseCount = target;
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}
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}
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internal static PrimeTesterGpuContextLease Rent(int minBufferCapacity = 1)
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{
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if (!Pool.TryDequeue(out var lease))
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{
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lease = new PrimeTesterGpuContextLease(minBufferCapacity);
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}
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else
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{
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lease.EnsureCapacity(minBufferCapacity);
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}
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lease.ResetReturnFlag();
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return lease;
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}
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internal static void Return(PrimeTesterGpuContextLease lease)
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{
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lease.Accelerator.Synchronize();
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@@ -304,6 +320,8 @@ public sealed class PrimeTester
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SharedTables.Clear();
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}
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WarmedLeaseCount = 0;
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}
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internal static void Clear(Accelerator accelerator)
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@@ -313,23 +331,28 @@ public sealed class PrimeTester
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return;
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}
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var retained = new List<PrimeTesterGpuContextLease>();
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while (Pool.TryDequeue(out var lease))
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lock (WarmUpLock)
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{
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if (lease.Accelerator == accelerator)
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var retained = new List<PrimeTesterGpuContextLease>();
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while (Pool.TryDequeue(out var lease))
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{
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lease.DisposeResources();
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if (lease.Accelerator == accelerator)
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{
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lease.DisposeResources();
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}
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else
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{
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retained.Add(lease);
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}
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}
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else
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{
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retained.Add(lease);
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}
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}
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int retainedCount = retained.Count;
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for (int i = 0; i < retainedCount; i++)
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{
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Pool.Enqueue(retained[i]);
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int retainedCount = retained.Count;
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for (int i = 0; i < retainedCount; i++)
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{
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Pool.Enqueue(retained[i]);
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}
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WarmedLeaseCount = Pool.Count;
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}
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}
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