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#include <stdio.h>
// This test demonstrates how to use more than one GPU context with
// Halide generated GPU support, specifically in a multithreaded
// program. It of course also tests that this works correctly with the
// Halide GPU runtimes.
#ifdef _WIN32
int main(int argc, char **argv) {
printf("[SKIP] Test requires weak linkage, which is not available on Windows.\n");
return 0;
}
#else
#include "HalideBuffer.h"
#include "HalideRuntime.h"
#include <assert.h>
#include <math.h>
#include <string.h>
#include <thread>
#include "gpu_context.h"
#include "gpu_multi_context_threaded_add.h"
#include "gpu_multi_context_threaded_mul.h"
using namespace Halide::Runtime;
const int W = 32, H = 32;
#if defined(TEST_OPENCL)
struct gpu_context {
cl_context cl_ctx;
cl_command_queue cl_q;
};
// Create the global context. This is just a helper function not called by Halide.
bool init_context(gpu_context &context) {
return create_opencl_context(context.cl_ctx, context.cl_q);
}
void destroy_context(gpu_context &context) {
destroy_opencl_context(context.cl_ctx, context.cl_q);
context.cl_q = nullptr;
context.cl_ctx = nullptr;
}
// These functions replace the acquire/release implementation in src/runtime/opencl.cpp.
// Since we don't parallelize access to the GPU in the schedule, we don't need synchronization
// in our implementation of these functions.
extern "C" int halide_acquire_cl_context(void *user_context, cl_context *ctx, cl_command_queue *q, bool create) {
if (user_context == nullptr) {
assert(!create);
*ctx = nullptr;
*q = nullptr;
} else {
const gpu_context *context = (const gpu_context *)user_context;
*ctx = context->cl_ctx;
*q = context->cl_q;
}
return 0;
}
extern "C" int halide_release_cl_context(void *user_context) {
return 0;
}
#define HAS_MULTIPLE_CONTEXTS true
#elif defined(TEST_CUDA)
typedef CUcontext gpu_context;
bool init_context(gpu_context &cuda_ctx) {
return create_cuda_context(cuda_ctx);
}
void destroy_context(gpu_context &cuda_ctx) {
destroy_cuda_context(cuda_ctx);
cuda_ctx = nullptr;
}
// These functions replace the acquire/release implementation in src/runtime/cuda.cpp.
// Since we don't parallelize access to the GPU in the schedule, we don't need synchronization
// in our implementation of these functions.
extern "C" int halide_cuda_acquire_context(void *user_context, CUcontext *ctx, bool create) {
if (user_context == nullptr) {
assert(!create);
*ctx = nullptr;
} else {
*ctx = *(CUcontext *)user_context;
}
return 0;
}
extern "C" int halide_cuda_release_context(void *user_context) {
return 0;
}
#define HAS_MULTIPLE_CONTEXTS true
#elif defined(TEST_METAL) && defined(__OBJC__)
struct gpu_context {
id<MTLDevice> device;
id<MTLCommandQueue> queue;
};
bool init_context(gpu_context &context) {
create_metal_context(context.device, context.queue);
return 0;
}
void destroy_context(gpu_context &context) {
destroy_metal_context(context.device, context.queue);
context.device = nullptr;
context.queue = nullptr;
}
int halide_metal_acquire_context(void *user_context, id<MTLDevice> *device_ret,
id<MTLCommandQueue> *queue_ret, bool create) {
if (user_context == nullptr) {
assert(!create);
*device_ret = nullptr;
*queue_ret = nullptr;
} else {
gpu_context *context = (gpu_context *)user_context;
*device_ret = context->device;
*queue_ret = context->queue;
}
return 0;
}
int halide_metal_release_context(void *user_context) {
return 0;
}
#define HAS_MULTIPLE_CONTEXTS true
#elif defined(TEST_WEBGPU)
struct gpu_context {
WGPUInstance instance = nullptr;
WGPUAdapter adapter = nullptr;
WGPUDevice device = nullptr;
WGPUBuffer staging_buffer = nullptr;
};
bool init_context(gpu_context &ctx) {
return create_webgpu_context(&ctx.instance, &ctx.adapter, &ctx.device, &ctx.staging_buffer);
}
void destroy_context(gpu_context &ctx) {
destroy_webgpu_context(ctx.instance, ctx.adapter, ctx.device, ctx.staging_buffer);
ctx.instance = nullptr;
ctx.adapter = nullptr;
ctx.device = nullptr;
ctx.staging_buffer = nullptr;
}
// These functions replace the acquire/release implementation in src/runtime/webgpu.cpp.
// Since we don't parallelize access to the GPU in the schedule, we don't need synchronization
// in our implementation of these functions.
extern "C" int halide_webgpu_acquire_context(void *user_context,
WGPUInstance *instance_ret,
WGPUAdapter *adapter_ret,
WGPUDevice *device_ret,
WGPUBuffer *staging_buffer_ret,
bool create) {
if (user_context == nullptr) {
assert(!create);
*instance_ret = nullptr;
*adapter_ret = nullptr;
*device_ret = nullptr;
*staging_buffer_ret = nullptr;
return -1;
} else {
gpu_context *context = (gpu_context *)user_context;
*instance_ret = context->instance;
*adapter_ret = context->adapter;
*device_ret = context->device;
*staging_buffer_ret = context->staging_buffer;
}
return 0;
}
extern "C" int halide_webgpu_release_context(void *user_context) {
return 0;
}
#define HAS_MULTIPLE_CONTEXTS true
#else
typedef int gpu_context;
// Just use the default implementation of acquire/release.
bool init_context(int &context) {
printf("Using default implementation of acquire/release\n");
context = 0;
return true;
}
void destroy_context(int &context) {
context = 0;
}
#define HAS_MULTIPLE_CONTEXTS false
#endif
void run_kernels_on_thread(gpu_context context1, bool destroy_when_done) {
gpu_context context2;
Buffer<int32_t, 2> buf1_in(W, H);
Buffer<int32_t, 2> buf1_result(W, H);
buf1_in.fill(0);
const halide_device_interface_t *device_interface;
int val = 0;
for (int i = 0; i < 10; i++) {
init_context(context2);
Buffer<int32_t, 2> buf2_in(W, H);
Buffer<int32_t, 2> buf2_result(W, H);
buf2_in.fill(0);
gpu_multi_context_threaded_add(&context1, buf1_in, buf1_result);
gpu_multi_context_threaded_mul(&context1, buf1_result, buf1_in);
gpu_multi_context_threaded_add(&context1, buf1_in, buf1_result);
gpu_multi_context_threaded_add(&context2, buf2_in, buf2_result);
gpu_multi_context_threaded_mul(&context2, buf2_result, buf2_in);
gpu_multi_context_threaded_add(&context2, buf2_in, buf2_result);
buf1_result.copy_to_host(&context1);
buf2_result.copy_to_host(&context2);
val += 2;
val *= 2;
assert(buf1_result.all_equal(val + 2));
assert(buf2_result.all_equal(6));
device_interface = buf1_result.raw_buffer()->device_interface;
// About to destroy context, so ensure allocations are freed first.
buf2_in.device_free(&context2);
buf2_result.device_free(&context2);
if (device_interface != nullptr) {
halide_device_release(&context2, device_interface);
}
destroy_context(context2);
}
// About to destroy context, so ensure allocations are freed first.
buf1_in.device_free(&context1);
buf1_result.device_free(&context1);
if (destroy_when_done && device_interface != nullptr) {
halide_device_release(&context1, device_interface);
destroy_context(context1);
}
}
int main(int argc, char **argv) {
gpu_context contexta;
init_context(contexta);
gpu_context contextb;
init_context(contextb);
std::thread thread1(run_kernels_on_thread, contexta, false);
std::thread thread2(run_kernels_on_thread, contextb, false);
thread1.join();
thread2.join();
// Make sure using the same context on different threads works.
std::thread thread3(run_kernels_on_thread, contexta, HAS_MULTIPLE_CONTEXTS);
std::thread thread4(run_kernels_on_thread, contextb, HAS_MULTIPLE_CONTEXTS);
thread3.join();
thread4.join();
printf("Success!\n");
return 0;
}
#endif // !WIN32
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