CBFDecoderGPU: walk short parts from shared memory
The first device decoder walked 256-byte tiles, one thread each, straight from global memory: on a PILATUS 6M frame (~6 MB of stream) that is ~24k threads walking alone, and the two walks took ~0.5 ms of the card per frame - with the CBF decode gone from the workers the card is what bounds the 7qij loops (kernels 67-78 % busy). Now each thread walks a 68-byte part that its block has read into shared memory together (68, not 64, so the threads of a warp do not read the same banks), the scan runs over tiles of 8 parts whose maps are composed first, and the write kernel stages a block's pixels in shared memory and writes them out coalesced. Measured on 36 real frames of 9 CBF sets (nsys, average per frame): 0.41 ms against ~0.6 ms before. Output unchanged: the same tests, and the same 36 frames identical to the host decoder. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EizBKhTqrAYago9KJG3dA3
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@@ -23,12 +23,12 @@ struct CBFTileMap {
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// int32 pixels, and the same refusal of a stream that ends before the image does.
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//
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// The format is a running sum of deltas whose tokens are 1, 3, 7 or 15 bytes long, so where a token
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// starts depends on every token before it. The stream is cut into tiles; for each tile and each of the
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// 15 offsets a decode can enter it at, one thread works out where it leaves, how many pixels it emits
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// and what they sum to (the walks from different offsets meet within a few bytes, after which they
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// are the same walk). Composing those maps across tiles is a scan, which gives every tile its true
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// entry offset, its first pixel and the running value there; a second walk of each tile then writes
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// the pixels.
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// starts depends on every token before it. The stream is cut into short parts; for each part and each
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// of the 15 offsets a decode can enter it at, one thread works out where it leaves, how many pixels it
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// emits and what they sum to (the walks from different offsets meet within a few bytes, after which
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// they are the same walk). Composing those maps is a scan - over tiles of a few parts, whose maps are
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// the parts' composed - which gives every part its true entry offset, its first pixel and the running
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// value there; a second walk of each part then writes the pixels.
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class CBFDecoderGPU {
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std::shared_ptr<CudaStream> stream;
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@@ -37,6 +37,7 @@ class CBFDecoderGPU {
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CudaDevicePtr<uint8_t> gpu_compressed;
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size_t compressed_capacity = 0;
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CudaDevicePtr<CBFTileMap> gpu_part_maps;
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CudaDevicePtr<CBFTileMap> gpu_maps;
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CudaDevicePtr<CBFTileMap> gpu_entries; // exclusive scan of gpu_maps: the state each tile is entered in
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CudaDevicePtr<uint8_t> gpu_scan_temp;
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