File size: 8,251 Bytes
be11144
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
/******************************************************************************
 * Copyright (c) 2011, Duane Merrill.  All rights reserved.
 * Copyright (c) 2011-2018, NVIDIA CORPORATION.  All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the NVIDIA CORPORATION nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 ******************************************************************************/

/**
 * \file
 * cub::GridEvenShare is a descriptor utility for distributing input among CUDA thread blocks in an "even-share" fashion.  Each thread block gets roughly the same number of fixed-size work units (grains).
 */


#pragma once

#include "../config.cuh"
#include "../util_namespace.cuh"
#include "../util_macro.cuh"
#include "../util_type.cuh"
#include "grid_mapping.cuh"

/// Optional outer namespace(s)
CUB_NS_PREFIX

/// CUB namespace
namespace cub {


/**
 * \addtogroup GridModule
 * @{
 */


/**
 * \brief GridEvenShare is a descriptor utility for distributing input among
 * CUDA thread blocks in an "even-share" fashion.  Each thread block gets roughly
 * the same number of input tiles.
 *
 * \par Overview
 * Each thread block is assigned a consecutive sequence of input tiles.  To help
 * preserve alignment and eliminate the overhead of guarded loads for all but the
 * last thread block, to GridEvenShare assigns one of three different amounts of
 * work to a given thread block: "big", "normal", or "last".  The "big" workloads
 * are one scheduling grain larger than "normal".  The "last" work unit for the
 * last thread block may be partially-full if the input is not an even multiple of
 * the scheduling grain size.
 *
 * \par
 * Before invoking a child grid, a parent thread will typically construct an
 * instance of GridEvenShare.  The instance can be passed to child thread blocks
 * which can initialize their per-thread block offsets using \p BlockInit().
 */
template <typename OffsetT>
struct GridEvenShare
{
private:

    OffsetT     total_tiles;
    int         big_shares;
    OffsetT     big_share_items;
    OffsetT     normal_share_items;
    OffsetT     normal_base_offset;

public:

    /// Total number of input items
    OffsetT     num_items;

    /// Grid size in thread blocks
    int         grid_size;

    /// OffsetT into input marking the beginning of the owning thread block's segment of input tiles
    OffsetT     block_offset;

    /// OffsetT into input of marking the end (one-past) of the owning thread block's segment of input tiles
    OffsetT     block_end;

    /// Stride between input tiles
    OffsetT     block_stride;


    /**
     * \brief Constructor.
     */
    __host__ __device__ __forceinline__ GridEvenShare() :
        total_tiles(0),
        big_shares(0),
        big_share_items(0),
        normal_share_items(0),
        normal_base_offset(0),
        num_items(0),
        grid_size(0),
        block_offset(0),
        block_end(0),
        block_stride(0)
    {}


    /**
     * \brief Dispatch initializer. To be called prior prior to kernel launch.
     */
    __host__ __device__ __forceinline__ void DispatchInit(
        OffsetT num_items,          ///< Total number of input items
        int     max_grid_size,      ///< Maximum grid size allowable (actual grid size may be less if not warranted by the the number of input items)
        int     tile_items)         ///< Number of data items per input tile
    {
        this->block_offset          = num_items;    // Initialize past-the-end
        this->block_end             = num_items;    // Initialize past-the-end
        this->num_items             = num_items;
        this->total_tiles           = (num_items + tile_items - 1) / tile_items;
        this->grid_size             = CUB_MIN(total_tiles, max_grid_size);
        OffsetT avg_tiles_per_block = total_tiles / grid_size;
        this->big_shares            = total_tiles - (avg_tiles_per_block * grid_size);        // leftover grains go to big blocks
        this->normal_share_items    = avg_tiles_per_block * tile_items;
        this->normal_base_offset    = big_shares * tile_items;
        this->big_share_items       = normal_share_items + tile_items;
    }


    /**
     * \brief Initializes ranges for the specified thread block index.  Specialized
     * for a "raking" access pattern in which each thread block is assigned a
     * consecutive sequence of input tiles.
     */
    template <int TILE_ITEMS>
    __device__ __forceinline__ void BlockInit(
        int block_id,
        Int2Type<GRID_MAPPING_RAKE> /*strategy_tag*/)
    {
        block_stride = TILE_ITEMS;
        if (block_id < big_shares)
        {
            // This thread block gets a big share of grains (avg_tiles_per_block + 1)
            block_offset = (block_id * big_share_items);
            block_end = block_offset + big_share_items;
        }
        else if (block_id < total_tiles)
        {
            // This thread block gets a normal share of grains (avg_tiles_per_block)
            block_offset = normal_base_offset + (block_id * normal_share_items);
            block_end = CUB_MIN(num_items, block_offset + normal_share_items);
        }
        // Else default past-the-end
    }


    /**
     * \brief Block-initialization, specialized for a "raking" access
     * pattern in which each thread block is assigned a consecutive sequence
     * of input tiles.
     */
    template <int TILE_ITEMS>
    __device__ __forceinline__ void BlockInit(
        int block_id,
        Int2Type<GRID_MAPPING_STRIP_MINE> /*strategy_tag*/)
    {
        block_stride = grid_size * TILE_ITEMS;
        block_offset = (block_id * TILE_ITEMS);
        block_end = num_items;
    }


    /**
     * \brief Block-initialization, specialized for "strip mining" access
     * pattern in which the input tiles assigned to each thread block are
     * separated by a stride equal to the the extent of the grid.
     */
    template <
        int TILE_ITEMS,
        GridMappingStrategy STRATEGY>
    __device__ __forceinline__ void BlockInit()
    {
        BlockInit<TILE_ITEMS>(blockIdx.x, Int2Type<STRATEGY>());
    }


    /**
     * \brief Block-initialization, specialized for a "raking" access
     * pattern in which each thread block is assigned a consecutive sequence
     * of input tiles.
     */
    template <int TILE_ITEMS>
    __device__ __forceinline__ void BlockInit(
        OffsetT block_offset,                       ///< [in] Threadblock begin offset (inclusive)
        OffsetT block_end)                          ///< [in] Threadblock end offset (exclusive)
    {
        this->block_offset = block_offset;
        this->block_end = block_end;
        this->block_stride = TILE_ITEMS;
    }


};





/** @} */       // end group GridModule

}               // CUB namespace
CUB_NS_POSTFIX  // Optional outer namespace(s)