Files
Jungfraujoch/image_analysis/image_preprocessing/BSLZ4DecoderGPU.h
T
leonarski_fandClaude Opus 5.5 09c41d067d Pinned host memory from a process-wide pool; the compressed chunk uploaded from pinned staging
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
2026-10-11 10:37:23 +02:00

133 lines
7.3 KiB
C++

// SPDX-FileCopyrightText: 2026 Filip Leonarski, Paul Scherrer Institute <filip.leonarski@psi.ch>
// SPDX-License-Identifier: GPL-3.0-only
#pragma once
#include <memory>
#include "../../common/CompressedImage.h"
#include "../indexing/CUDAMemHelpers.h"
// One bitshuffle block, located by the host scan and consumed by both kernels.
struct BSLZ4BlockDesc {
uint32_t in_off; // byte offset of the LZ4 payload within the chunk
uint32_t in_len; // compressed length
uint32_t out_off; // byte offset of this block's output in the image
uint32_t nelem; // elements in this block (the last one is usually shorter)
};
// One chunk, on the device, with everything the rest of the decode needs to finish the image. The
// tail is the handful of elements bitshuffle stores verbatim; it is already on the device inside the
// uploaded chunk, so it is handed over as a device pointer rather than copied again from the host.
//
// DecodeShuffled() fills in `shuffled` - the LZ4 output, still bitshuffled. UploadCompressed()
// leaves it null and hands over `compressed` and `status` instead, so the caller can run the LZ4
// pass itself.
struct BSLZ4ShuffledImage {
const uint8_t *shuffled = nullptr;
const uint8_t *compressed = nullptr; // the uploaded chunk; desc[].in_off indexes into it
const BSLZ4BlockDesc *desc = nullptr;
uint32_t *status = nullptr; // where a caller-run LZ4 pass flags a bad block
int nblocks = 0;
uint32_t elem_size = 0;
uint32_t block_bytes = 0; // uncompressed bytes in a full bitshuffle block
const uint8_t *tail_src = nullptr;
uint32_t tail_elems = 0;
uint32_t tail_elem0 = 0; // index of the first tail element in the image
};
// Decompress a bitshuffle+LZ4 image ON THE DEVICE, so the compressed bytes are what crosses PCIe.
//
// The idea - upload the compressed chunk and decode it on the GPU rather than decompressing on the
// host - is Jon Wright's (ESRF); see https://github.com/jonwright/bslz4decoders and his 2021 HDF5
// User Group talk "Experiences with GPU decompression for bitshuffle + LZ4 data". The kernels here
// are our own, but the approach, and the observation that it is worth doing at all, are his.
//
// Why it pays: a full 18 Mpx uint32 frame is 72 MB decompressed and about 4 MB compressed, and
// profiling showed the host-to-device copy owning ~78% of the per-image loop against ~39% for
// kernels. Decoding on the device removes both that transfer and the host-side decompression,
// whose memory traffic was itself holding the copy engine well below the link rate.
//
// Only BSHUF_LZ4 is handled. The zstd variants have no device decoder, so Supports() returns false
// and the caller decompresses on the host exactly as before.
//
// The container comes off the network or off disk, so it is not trusted. Everything the host can
// check cheaply is checked before any work is queued and throws; what only the kernel can see - a
// block that does not decode to its declared length, which is what a corrupt LZ4 payload looks like
// - raises a device-side flag that ThrowIfDecodeFailed() reports once the caller has synchronised.
// The CPU decoder makes exactly the same checks (LZ4_decompress_safe's length check plus the
// consumed-input check in JFJochDecompress.h), so a chunk either decodes identically on both or
// fails on both. It is never silently wrong on one and right on the other.
class BSLZ4DecoderGPU {
std::shared_ptr<CudaStream> stream;
CudaDevicePtr<uint8_t> gpu_compressed;
// The chunk is copied here before it is uploaded. The reader's buffer is pageable, and the driver
// uploads pageable memory through small staging buffers of its own, a piece at a time - at a few
// GB/s on a host whose memory is far from the card. Copied here, the upload is one DMA at the link rate.
CudaHostPtr<uint8_t> host_compressed;
CudaDevicePtr<uint8_t> gpu_shuffled; // LZ4 output, still bitshuffled
CudaDevicePtr<BSLZ4BlockDesc> gpu_desc;
CudaHostPtr<BSLZ4BlockDesc> host_desc; // pinned, so the descriptor upload is truly async
CudaDevicePtr<uint32_t> gpu_status; // set by the kernel when a block decodes short
CudaHostPtr<uint32_t> host_status;
// Bracket the decode so the time it takes can still be reported as decompression, which is what
// it is. Both are recorded on the decoder's stream and read after the caller synchronises.
CudaEvent decode_start;
CudaEvent decode_stop;
bool decode_timed = false;
size_t max_uncompressed_bytes = 0;
size_t compressed_capacity = 0;
size_t max_blocks = 0;
void EnsureCompressedCapacity(size_t bytes);
void EnsureUncompressedCapacity(size_t bytes);
void EnsureBlockCapacity(size_t nblocks);
// Scan the container and upload it, stopping short of decoding the blocks.
BSLZ4ShuffledImage PrepareChunk(const CompressedImage &image);
public:
BSLZ4DecoderGPU(size_t max_uncompressed_bytes, std::shared_ptr<CudaStream> stream);
// Waits for the stream: its pooled buffers are freed next (see CudaDevicePtr).
~BSLZ4DecoderGPU() { if (stream) cudaStreamSynchronize(*stream); }
// True when this image can be decoded on the device. Everything else must go the host route.
static bool Supports(const CompressedImage &image);
// The uncompressed size of one bitshuffle block, straight out of the chunk header, so a caller
// that wants to decode the blocks in shared memory can size that memory before it commits to
// the route. Zero when the chunk is too short to hold a header, which the decode then reports.
static uint32_t BlockBytes(const CompressedImage &image);
// Locate the blocks, upload the chunk, and run the LZ4 pass. The result is still bitshuffled -
// the caller finishes it, either with Decode()'s un-transpose or by fusing the un-transpose into
// its own kernel. Work is queued on the decoder's stream and the caller synchronises.
BSLZ4ShuffledImage DecodeShuffled(const CompressedImage &image);
// Upload the chunk and locate its blocks, and stop there. For a caller that runs the LZ4 pass
// in its OWN kernel, decoding each block into shared memory and consuming it there, so the
// bitshuffled bytes never reach device memory. Such a caller must call QueueDecodeStatus()
// once that kernel is queued.
BSLZ4ShuffledImage UploadCompressed(const CompressedImage &image);
// Queue the device-side failure flag back to the host. DecodeShuffled() does this itself; a
// caller that decodes the blocks in its own kernel does it after queueing that kernel, or the
// flag ThrowIfDecodeFailed() reads is the one from before the decode.
void QueueDecodeStatus();
// Decode into gpu_out, which must hold image.GetUncompressedSize() bytes. The plain raw-bytes
// path: DecodeShuffled() plus the un-transpose. Used by the tests and by any caller that wants
// the decompressed image rather than a preprocessed one.
void Decode(const CompressedImage &image, uint8_t *gpu_out);
// Report a block that did not decode to its declared length. MUST be called after the caller has
// synchronised the stream; until then the flag has not arrived. Throws on failure.
void ThrowIfDecodeFailed();
// Device time spent decoding the last image, in seconds. Valid after the caller synchronises.
[[nodiscard]] float GetDecodeTime_s() const;
};