With -N left to choose, rugnux now confines the process (main thread, the CPUs RestoreThreadAffinity hands back, and what AvailableCpus counts) to the CPUs of the packages its cards hang off, and sizes its threads to them. Nothing changes where the allowed CPUs sit in one package, there is no card or a card's NUMA node is unknown, or the cards' packages already hold every allowed CPU. A mask set from outside (taskset, numactl, a cpuset) is kept: the decision works within it. An explicit -N keeps the old behaviour. On a 48-CPU server with four cards on two of its four NUMA nodes, a rotation run took 24.5-24.7 s confined to those nodes' 24 CPUs against 27.7-27.9 s on all 48 (scaling and merging 8.1 -> 6.2 s), and two larger sets moved 95-99 -> 84-87 s and 131-135 -> 113-115 s. On a single-socket machine this is a no-op. The decision itself (CpusOfGpuPackages) is a pure function, tested on synthetic 4-package, 2-package hyper-threaded, cards-on-both, no-card and restricted-mask topologies. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EizBKhTqrAYago9KJG3dA3
103 lines
4.9 KiB
C++
103 lines
4.9 KiB
C++
// SPDX-FileCopyrightText: 2024 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 <chrono>
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#include <cstddef>
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#include <cstdint>
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#include <string>
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#include <vector>
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int32_t get_gpu_count();
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// Names of the visible GPUs, in device order and one entry per device, so repeated cards repeat.
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// Empty without CUDA and on a machine with no device, which is also what get_gpu_count() == 0 says.
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std::vector<std::string> get_gpu_names();
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// The same list collapsed for a person: "4x NVIDIA A100-SXM4-80GB", or several such groups separated
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// by ", " on a mixed machine. Empty when no GPU is visible.
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std::string get_gpu_description();
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// The device's total memory in bytes - not what is free at the moment. 0 without CUDA, or when the
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// device cannot be queried.
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size_t get_gpu_total_memory(int32_t dev_id);
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void set_gpu(int32_t dev_id);
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// Pin the calling thread to the next GPU in round-robin order, using a process-wide counter
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// (counter++ % get_gpu_count()). Call once per thread; no thread id needed. No-op when no GPU
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// is visible. Honours CUDA_VISIBLE_DEVICES via get_gpu_count().
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void pin_gpu();
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// From here on, pin_gpu() also keeps the calling thread on the CPUs of the NUMA node its GPU is
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// attached to (ThreadAffinity.h) - on a machine with one node, or without CUDA, nothing changes.
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// Off unless a program asks for it.
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void enable_gpu_numa_binding();
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// The NUMA node each visible GPU is attached to, in device order; -1 where it is not known or the
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// machine has a single node. Empty without CUDA or a device.
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std::vector<int> get_gpu_numa_nodes();
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// pin_gpu() onto a given device: set_gpu(dev_id), and the NUMA binding above where it is enabled.
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// For a worker that takes its card by index rather than round-robin.
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void pin_gpu(int32_t dev_id);
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// pin_gpu(dev_id) for as long as the object lives; then the calling thread gets back the device and
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// the CPUs it had before. For a thread that drives a card only for a while - the merging engine, whose
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// calls come from a thread that goes on to other work - where a pin for the rest of its life would
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// carry the card's node onto everything that thread does, and starts, afterwards.
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class ScopedGpuPin {
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public:
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explicit ScopedGpuPin(int32_t dev_id);
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~ScopedGpuPin();
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ScopedGpuPin(const ScopedGpuPin &) = delete;
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ScopedGpuPin &operator=(const ScopedGpuPin &) = delete;
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private:
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int32_t prev_device = -1; // -1: nothing to give back
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std::vector<int> prev_cpus; // empty: the CPUs were not changed
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};
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// Have every GPU's host threads BLOCK in a synchronisation (cudaDeviceScheduleBlockingSync) instead
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// of spinning on a core until the device finishes. Must be called before anything creates a CUDA
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// context; it creates none itself. No-op without CUDA.
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void set_gpu_blocking_sync();
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// Create the CUDA context of every device from first_device on, one thread per device, and return
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// when they all exist - for a caller that runs it beside other work, so that the first use of a card
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// does not wait for its context. No-op without CUDA.
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void create_gpu_contexts(int32_t first_device);
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// Destroy every device's CUDA context, one thread per device, for a program about to exit with no
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// CUDA work left: at exit the runtime destroys them one after another, a fifth of a second per card.
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// No-op without CUDA.
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void release_gpu_contexts();
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// Drop the error CUDA has recorded for the calling thread. Call it where a CUDA failure has been
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// HANDLED - a device route that fell back to the host, an indexing attempt whose failure was turned
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// into a result - because the error otherwise stays as the thread's last error and the next
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// cuda_err(cudaGetLastError()) after some later kernel launch reports it, over work that went fine.
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// A sticky error (an illegal access, say) is not cleared by this, and nothing here pretends it is:
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// the context is gone in that case and every later call fails on its own. No-op without CUDA.
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void cuda_clear_error();
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// Throw if the CUDA context is lost - a sticky error (an illegal access, say) that every later call
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// on this device will fail with. For a device route about to fall back to the host: there is no
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// fallback from that, and falling back only moves the failure somewhere less clear. A handled,
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// non-sticky failure passes. No-op without CUDA.
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void cuda_throw_if_context_lost();
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// GPU work that runs beside the main line of a process and gives all of its device memory back when it
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// ends: a probe pass run on a copy of the run while the run itself scales and merges. Hold one for as
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// long as that work runs. Build-independent - it only counts.
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class GPUWorkBeside {
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public:
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GPUWorkBeside();
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~GPUWorkBeside();
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GPUWorkBeside(const GPUWorkBeside &) = delete;
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GPUWorkBeside &operator=(const GPUWorkBeside &) = delete;
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};
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// Wait until no GPUWorkBeside is held, for at most `timeout`. True once none is - at once if none was.
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bool wait_for_gpu_work_beside(std::chrono::seconds timeout);
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