The GPU engines are built per worker per step, and each took its page-locked host buffers with cudaHostAlloc / cudaHostRegister and gave them back with cudaFreeHost / cudaHostUnregister. Those calls map and lock pages under the process's memory-map lock, so all workers queue behind each other: on the 5080 workstation a myoglobin run made ~3400 of them (6-22 thread-s, depending on the load), 9gdj ~10400 (124 thread-s); on a four-socket host they cost 20-30 ms each. - CudaHostPtr takes its memory from a pool: a freed buffer is kept in a power-of-two size class for the next engine, up to 512 MiB in all; a buffer above 64 MiB is never kept. Rugnux::Run hands the pool back at its end. - PinnedVector (std::vector with the pool's allocator) replaces the registered vectors of AdaptiveSpotFinderGPU and ImagePreprocessorGPU; the Bragg predictors download into a pooled pinned buffer and copy into their output, instead of registering it. - BSLZ4DecoderGPU copies the compressed chunk into a pooled pinned buffer before the upload, so it is one DMA instead of the driver's pageable staging (9gdj: 163 GB pageable H2D, 52 s of copy time, -> 147 GB pinned, 13 s). Measured with nsys on the workstation: myob 3398 -> 1396 calls (674 of them the release at the end), cytc 2986 -> 1270, 9gdj 10428 -> 1748 (124 -> 3.7 thread-s). Output identical (p.hkl md5 on myob, cytc, 9gdj; CI tier battery). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EizBKhTqrAYago9KJG3dA3
133 lines
7.3 KiB
C++
133 lines
7.3 KiB
C++
// SPDX-FileCopyrightText: 2026 Filip Leonarski, Paul Scherrer Institute <filip.leonarski@psi.ch>
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// SPDX-License-Identifier: GPL-3.0-only
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#pragma once
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#include <memory>
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#include "../../common/CompressedImage.h"
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#include "../indexing/CUDAMemHelpers.h"
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// One bitshuffle block, located by the host scan and consumed by both kernels.
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struct BSLZ4BlockDesc {
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uint32_t in_off; // byte offset of the LZ4 payload within the chunk
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uint32_t in_len; // compressed length
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uint32_t out_off; // byte offset of this block's output in the image
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uint32_t nelem; // elements in this block (the last one is usually shorter)
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};
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// One chunk, on the device, with everything the rest of the decode needs to finish the image. The
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// tail is the handful of elements bitshuffle stores verbatim; it is already on the device inside the
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// uploaded chunk, so it is handed over as a device pointer rather than copied again from the host.
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//
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// DecodeShuffled() fills in `shuffled` - the LZ4 output, still bitshuffled. UploadCompressed()
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// leaves it null and hands over `compressed` and `status` instead, so the caller can run the LZ4
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// pass itself.
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struct BSLZ4ShuffledImage {
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const uint8_t *shuffled = nullptr;
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const uint8_t *compressed = nullptr; // the uploaded chunk; desc[].in_off indexes into it
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const BSLZ4BlockDesc *desc = nullptr;
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uint32_t *status = nullptr; // where a caller-run LZ4 pass flags a bad block
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int nblocks = 0;
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uint32_t elem_size = 0;
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uint32_t block_bytes = 0; // uncompressed bytes in a full bitshuffle block
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const uint8_t *tail_src = nullptr;
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uint32_t tail_elems = 0;
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uint32_t tail_elem0 = 0; // index of the first tail element in the image
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};
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// Decompress a bitshuffle+LZ4 image ON THE DEVICE, so the compressed bytes are what crosses PCIe.
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//
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// The idea - upload the compressed chunk and decode it on the GPU rather than decompressing on the
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// host - is Jon Wright's (ESRF); see https://github.com/jonwright/bslz4decoders and his 2021 HDF5
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// User Group talk "Experiences with GPU decompression for bitshuffle + LZ4 data". The kernels here
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// are our own, but the approach, and the observation that it is worth doing at all, are his.
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//
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// Why it pays: a full 18 Mpx uint32 frame is 72 MB decompressed and about 4 MB compressed, and
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// profiling showed the host-to-device copy owning ~78% of the per-image loop against ~39% for
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// kernels. Decoding on the device removes both that transfer and the host-side decompression,
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// whose memory traffic was itself holding the copy engine well below the link rate.
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//
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// Only BSHUF_LZ4 is handled. The zstd variants have no device decoder, so Supports() returns false
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// and the caller decompresses on the host exactly as before.
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//
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// The container comes off the network or off disk, so it is not trusted. Everything the host can
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// check cheaply is checked before any work is queued and throws; what only the kernel can see - a
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// block that does not decode to its declared length, which is what a corrupt LZ4 payload looks like
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// - raises a device-side flag that ThrowIfDecodeFailed() reports once the caller has synchronised.
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// The CPU decoder makes exactly the same checks (LZ4_decompress_safe's length check plus the
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// consumed-input check in JFJochDecompress.h), so a chunk either decodes identically on both or
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// fails on both. It is never silently wrong on one and right on the other.
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class BSLZ4DecoderGPU {
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std::shared_ptr<CudaStream> stream;
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CudaDevicePtr<uint8_t> gpu_compressed;
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// The chunk is copied here before it is uploaded. The reader's buffer is pageable, and the driver
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// uploads pageable memory through small staging buffers of its own, a piece at a time - at a few
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// GB/s on a host whose memory is far from the card. Copied here, the upload is one DMA at the link rate.
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CudaHostPtr<uint8_t> host_compressed;
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CudaDevicePtr<uint8_t> gpu_shuffled; // LZ4 output, still bitshuffled
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CudaDevicePtr<BSLZ4BlockDesc> gpu_desc;
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CudaHostPtr<BSLZ4BlockDesc> host_desc; // pinned, so the descriptor upload is truly async
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CudaDevicePtr<uint32_t> gpu_status; // set by the kernel when a block decodes short
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CudaHostPtr<uint32_t> host_status;
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// Bracket the decode so the time it takes can still be reported as decompression, which is what
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// it is. Both are recorded on the decoder's stream and read after the caller synchronises.
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CudaEvent decode_start;
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CudaEvent decode_stop;
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bool decode_timed = false;
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size_t max_uncompressed_bytes = 0;
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size_t compressed_capacity = 0;
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size_t max_blocks = 0;
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void EnsureCompressedCapacity(size_t bytes);
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void EnsureUncompressedCapacity(size_t bytes);
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void EnsureBlockCapacity(size_t nblocks);
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// Scan the container and upload it, stopping short of decoding the blocks.
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BSLZ4ShuffledImage PrepareChunk(const CompressedImage &image);
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public:
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BSLZ4DecoderGPU(size_t max_uncompressed_bytes, std::shared_ptr<CudaStream> stream);
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// Waits for the stream: its pooled buffers are freed next (see CudaDevicePtr).
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~BSLZ4DecoderGPU() { if (stream) cudaStreamSynchronize(*stream); }
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// True when this image can be decoded on the device. Everything else must go the host route.
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static bool Supports(const CompressedImage &image);
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// The uncompressed size of one bitshuffle block, straight out of the chunk header, so a caller
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// that wants to decode the blocks in shared memory can size that memory before it commits to
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// the route. Zero when the chunk is too short to hold a header, which the decode then reports.
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static uint32_t BlockBytes(const CompressedImage &image);
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// Locate the blocks, upload the chunk, and run the LZ4 pass. The result is still bitshuffled -
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// the caller finishes it, either with Decode()'s un-transpose or by fusing the un-transpose into
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// its own kernel. Work is queued on the decoder's stream and the caller synchronises.
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BSLZ4ShuffledImage DecodeShuffled(const CompressedImage &image);
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// Upload the chunk and locate its blocks, and stop there. For a caller that runs the LZ4 pass
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// in its OWN kernel, decoding each block into shared memory and consuming it there, so the
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// bitshuffled bytes never reach device memory. Such a caller must call QueueDecodeStatus()
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// once that kernel is queued.
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BSLZ4ShuffledImage UploadCompressed(const CompressedImage &image);
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// Queue the device-side failure flag back to the host. DecodeShuffled() does this itself; a
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// caller that decodes the blocks in its own kernel does it after queueing that kernel, or the
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// flag ThrowIfDecodeFailed() reads is the one from before the decode.
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void QueueDecodeStatus();
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// Decode into gpu_out, which must hold image.GetUncompressedSize() bytes. The plain raw-bytes
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// path: DecodeShuffled() plus the un-transpose. Used by the tests and by any caller that wants
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// the decompressed image rather than a preprocessed one.
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void Decode(const CompressedImage &image, uint8_t *gpu_out);
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// Report a block that did not decode to its declared length. MUST be called after the caller has
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// synchronised the stream; until then the flag has not arrived. Throws on failure.
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void ThrowIfDecodeFailed();
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// Device time spent decoding the last image, in seconds. Valid after the caller synchronises.
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[[nodiscard]] float GetDecodeTime_s() const;
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};
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