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

116 lines
2.9 KiB
C#

using System;
using System.Collections.Concurrent;
using ILGPU;
using ILGPU.Runtime;
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.)
internal sealed class PooledContext
{
public Context Context { get; }
public Accelerator Accelerator { get; }
public PooledContext()
{
Context = Context.CreateDefault();
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
// after device init. Real kernels will be JIT-loaded at first use.
}
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)
// Clear any per-accelerator cached resources to avoid releasing
// after the accelerator is destroyed.
PrimeTester.ClearGpuCaches(Accelerator);
Accelerator.Dispose();
Context.Dispose();
}
}
private static readonly ConcurrentQueue<PooledContext> GpuPool = new();
private static int WarmedGpuContextCount;
// Allows callers to choose CPU/GPU per use-case, decoupled from ForceCpu.
public static GpuContextLease Rent()
{
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());
}
public static void WarmUpPool(int threadCount)
{
if (threadCount <= WarmedGpuContextCount)
{
return;
}
int toCreate = threadCount - WarmedGpuContextCount;
var contexts = new PooledContext[toCreate];
for (int i = 0; i < toCreate; i++)
{
contexts[i] = new PooledContext();
}
for (int i = 0; i < toCreate; i++)
{
GpuPool.Enqueue(contexts[i]);
}
WarmedGpuContextCount = threadCount;
}
public static void DisposeAll()
{
while (GpuPool.TryDequeue(out var gpu))
{
gpu.Dispose();
}
PrimeTester.DisposeGpuContexts();
WarmedGpuContextCount = 0;
}
private static void Return(PooledContext ctx)
{
ctx.Accelerator.Synchronize();
GpuPool.Enqueue(ctx);
}
public readonly struct GpuContextLease
{
private readonly PooledContext _ctx;
internal GpuContextLease(PooledContext ctx)
{
_ctx = ctx;
}
public readonly Context Context => _ctx.Context;
public readonly Accelerator Accelerator => _ctx.Accelerator;
public readonly void Dispose()
{
Return(_ctx);
}
}
}