Files
even-perfect-numbers-scanner/PerfectNumbers.Core/Gpu/GpuScratchBufferPool.cs
T

124 lines
4.4 KiB
C#

using System.Collections.Concurrent;
using ILGPU;
using ILGPU.Runtime;
namespace PerfectNumbers.Core.Gpu;
public sealed class ScratchBuffer
{
public MemoryBuffer1D<ulong, Stride1D.Dense> SmallPrimeFactorPrimeSlots { get; private set; }
public MemoryBuffer1D<int, Stride1D.Dense> SmallPrimeFactorExponentSlots { get; private set; }
public MemoryBuffer1D<int, Stride1D.Dense> SmallPrimeFactorCountSlot { get; private set; }
public MemoryBuffer1D<ulong, Stride1D.Dense> SmallPrimeFactorRemainingSlot { get; private set; }
public MemoryBuffer1D<ulong, Stride1D.Dense> SpecialMaxFactors { get; private set; }
public MemoryBuffer1D<ulong, Stride1D.Dense> SpecialMaxCandidates { get; private set; }
public MemoryBuffer1D<ulong, Stride1D.Dense> SpecialMaxResult { get; private set; }
internal readonly Accelerator _accelerator;
public ScratchBuffer(Accelerator accelerator, int smallPrimeFactorSlotCount, int specialMaxFactorCapacity)
{
_accelerator = accelerator;
// lock (accelerator)
// {
SmallPrimeFactorPrimeSlots = accelerator.Allocate1D<ulong>(smallPrimeFactorSlotCount);
SmallPrimeFactorExponentSlots = accelerator.Allocate1D<int>(smallPrimeFactorSlotCount);
SmallPrimeFactorCountSlot = accelerator.Allocate1D<int>(1);
SmallPrimeFactorRemainingSlot = accelerator.Allocate1D<ulong>(1);
SpecialMaxFactors = accelerator.Allocate1D<ulong>(specialMaxFactorCapacity);
SpecialMaxCandidates = accelerator.Allocate1D<ulong>(specialMaxFactorCapacity);
SpecialMaxResult = accelerator.Allocate1D<ulong>(1);
// }
}
public void ResizeSmallPrimeFactorSlots(int newSize)
{
if (SmallPrimeFactorPrimeSlots.Length < newSize)
{
SmallPrimeFactorPrimeSlots.Dispose();
SmallPrimeFactorExponentSlots.Dispose();
SmallPrimeFactorPrimeSlots = _accelerator.Allocate1D<ulong>(newSize);
SmallPrimeFactorExponentSlots = _accelerator.Allocate1D<int>(newSize);
}
}
public void ResizeSpecialMaxFactors(int newSize)
{
if (SpecialMaxFactors.Length < newSize)
{
SpecialMaxFactors.Dispose();
SpecialMaxCandidates.Dispose();
SpecialMaxFactors = _accelerator.Allocate1D<ulong>(newSize);
SpecialMaxCandidates = _accelerator.Allocate1D<ulong>(newSize);
}
}
}
public static class GpuScratchBufferPool
{
[ThreadStatic]
private static Dictionary<Accelerator, Queue<ScratchBuffer>>? _pools;
// private static readonly ConcurrentDictionary<Accelerator, ConcurrentQueue<ScratchBuffer>> _pools = new();
private const int DefaultSmallPrimeFactorSlotCount = 64; // From PrimeOrderCalculator.Gpu.cs
private const int DefaultSpecialMaxFactorCapacity = 1024; // A reasonable default, will be resized if needed
public static ScratchBuffer Rent(Accelerator accelerator, int smallPrimeFactorSlotCount, int specialMaxFactorCapacity)
{
const int WarmUpCapacity = 100;
// var pool = _pools.GetOrAdd(accelerator, _ => new ConcurrentQueue<ScratchBuffer>());
if (_pools is not { })
{
_pools = new(WarmUpCapacity);
WarmUp(WarmUpCapacity, DefaultSmallPrimeFactorSlotCount, DefaultSpecialMaxFactorCapacity);
}
var pools = _pools;
if (!pools.TryGetValue(accelerator, out var pool))
{
pool = new();
pools[accelerator] = pool;
}
// var pool = _pools.GetOrAdd(accelerator, _ => new ConcurrentQueue<ScratchBuffer>());
if (pool.TryDequeue(out var buffer))
{
if (buffer.SmallPrimeFactorPrimeSlots.Length < smallPrimeFactorSlotCount || buffer.SpecialMaxFactors.Length < specialMaxFactorCapacity)
{
throw new InvalidOperationException();
// lock (accelerator)
// {
// Console.WriteLine($"Resizing GPU scratch buffer from pool ({buffer.SmallPrimeFactorPrimeSlots.Length} / {smallPrimeFactorSlotCount}), ({buffer.SpecialMaxFactors.Length}/{specialMaxFactorCapacity})");
// buffer.ResizeSmallPrimeFactorSlots(smallPrimeFactorSlotCount);
// buffer.ResizeSpecialMaxFactors(specialMaxFactorCapacity);
// }
}
return buffer;
}
return new ScratchBuffer(accelerator, smallPrimeFactorSlotCount, specialMaxFactorCapacity);
}
public static void Return(ScratchBuffer buffer)
{
if (_pools!.TryGetValue(buffer._accelerator, out var pool))
{
pool.Enqueue(buffer);
}
}
public static void WarmUp(int count, int smallPrimeFactorSlots, int specialMaxFactorCapacity)
{
Accelerator accelerator = SharedGpuContext.Accelerator;
for (int i = 0; i < count; i++)
{
var buffer = Rent(accelerator, smallPrimeFactorSlots, specialMaxFactorCapacity);
Return(buffer);
}
}
}