GPU threads: block instead of spin, and stay on the GPU's NUMA node

- set_gpu_blocking_sync(): every device is put in
  cudaDeviceScheduleBlockingSync before its context exists, so a host thread
  waiting on the GPU sleeps instead of spinning on a core. On a 16M rotation
  run a fifth of all CPU time was that spinning; wall time unchanged within
  noise. Called first thing in rugnux.
- enable_gpu_numa_binding(): from then on pin_gpu() (and the new
  pin_gpu(dev), used by the first-pass spot workers that take a card by
  index) also keeps the thread on the CPUs of the NUMA node the card hangs
  off. The node and its CPUs come from /sys (no libnuma), intersected with
  the process's own mask; Linux only, and nothing happens on a machine with a
  single node. rugnux turns it on; the broker does not.
- A thread inherits its creator's affinity, so the shared ParallelFor pool
  would run every later pass on one socket if a pinned worker created it:
  its threads now reset to the mask the process started with
  (common/ThreadAffinity).

Byte-identical output. The NUMA part is a no-op on the single-node test box
and still has to be measured on a two-socket machine.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01D1G8gJVAy6gp1K5Dz3NE5C
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leonarski_fandClaude Opus 5.5 committed 2026-09-26 19:30:01 +02:00
1 parent 25ea9bf555
commit 4b1d7feebd
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@@ -13,6 +13,8 @@
#include <thread>
#include <vector>
#include "ThreadAffinity.h"
// Two shapes of "run this over a range on several threads", used by the analysis code. Both take the
// worker count from the caller rather than asking the hardware, so a run that was told how many
// threads to use keeps to it.
@@ -58,7 +60,12 @@ namespace parallel_detail {
const unsigned hw = std::max(1u, std::thread::hardware_concurrency());
workers.reserve(hw - 1);
for (unsigned i = 0; i + 1 < hw; i++) // the submitting thread takes a share too
workers.emplace_back([this] { in_worker = true; Loop(); });
workers.emplace_back([this] {
// It inherited whatever CPUs the thread that first used the pool was kept to.
RestoreThreadAffinity();
in_worker = true;
Loop();
});
}
~WorkerPool() {