基于@Kametrixom answer , 我做了一些测试应用程序来并行计算数组中的总和。
我的测试应用程序如下所示:
import UIKit
import Metal
class ViewController: UIViewController {
// Data type, has to be the same as in the shader
typealias DataType = CInt
override func viewDidLoad() {
super.viewDidLoad()
let data = (0..<10000000).map{ _ in DataType(200) } // Our data, randomly generated
var start, end : UInt64
var result:DataType = 0
start = mach_absolute_time()
data.withUnsafeBufferPointer { buffer in
for elem in buffer {
result += elem
}
}
end = mach_absolute_time()
print("CPU result: \(result), time: \(Double(end - start) / Double(NSEC_PER_SEC))")
result = 0
start = mach_absolute_time()
result = sumParallel4(data)
end = mach_absolute_time()
print("Metal result: \(result), time: \(Double(end - start) / Double(NSEC_PER_SEC))")
result = 0
start = mach_absolute_time()
result = sumParralel(data)
end = mach_absolute_time()
print("Metal result: \(result), time: \(Double(end - start) / Double(NSEC_PER_SEC))")
result = 0
start = mach_absolute_time()
result = sumParallel3(data)
end = mach_absolute_time()
print("Metal result: \(result), time: \(Double(end - start) / Double(NSEC_PER_SEC))")
}
func sumParralel(data : Array<DataType>) -> DataType {
let count = data.count
let elementsPerSum: Int = Int(sqrt(Double(count)))
let device = MTLCreateSystemDefaultDevice()!
let parsum = device.newDefaultLibrary()!.newFunctionWithName("parsum")!
let pipeline = try! device.newComputePipelineStateWithFunction(parsum)
var dataCount = CUnsignedInt(count)
var elementsPerSumC = CUnsignedInt(elementsPerSum)
let resultsCount = (count + elementsPerSum - 1) / elementsPerSum // Number of individual results = count / elementsPerSum (rounded up)
let dataBuffer = device.newBufferWithBytes(data, length: strideof(DataType) * count, options: []) // Our data in a buffer (copied)
let resultsBuffer = device.newBufferWithLength(strideof(DataType) * resultsCount, options: []) // A buffer for individual results (zero initialized)
let results = UnsafeBufferPointer<DataType>(start: UnsafePointer(resultsBuffer.contents()), count: resultsCount) // Our results in convenient form to compute the actual result later
let queue = device.newCommandQueue()
let cmds = queue.commandBuffer()
let encoder = cmds.computeCommandEncoder()
encoder.setComputePipelineState(pipeline)
encoder.setBuffer(dataBuffer, offset: 0, atIndex: 0)
encoder.setBytes(&dataCount, length: sizeofValue(dataCount), atIndex: 1)
encoder.setBuffer(resultsBuffer, offset: 0, atIndex: 2)
encoder.setBytes(&elementsPerSumC, length: sizeofValue(elementsPerSumC), atIndex: 3)
// We have to calculate the sum `resultCount` times => amount of threadgroups is `resultsCount` / `threadExecutionWidth` (rounded up) because each threadgroup will process `threadExecutionWidth` threads
let threadgroupsPerGrid = MTLSize(width: (resultsCount + pipeline.threadExecutionWidth - 1) / pipeline.threadExecutionWidth, height: 1, depth: 1)
// Here we set that each threadgroup should process `threadExecutionWidth` threads, the only important thing for performance is that this number is a multiple of `threadExecutionWidth` (here 1 times)
let threadsPerThreadgroup = MTLSize(width: pipeline.threadExecutionWidth, height: 1, depth: 1)
encoder.dispatchThreadgroups(threadgroupsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
encoder.endEncoding()
var result : DataType = 0
cmds.commit()
cmds.waitUntilCompleted()
for elem in results {
result += elem
}
return result
}
func sumParralel1(data : Array<DataType>) -> UnsafeBufferPointer<DataType> {
let count = data.count
let elementsPerSum: Int = Int(sqrt(Double(count)))
let device = MTLCreateSystemDefaultDevice()!
let parsum = device.newDefaultLibrary()!.newFunctionWithName("parsum")!
let pipeline = try! device.newComputePipelineStateWithFunction(parsum)
var dataCount = CUnsignedInt(count)
var elementsPerSumC = CUnsignedInt(elementsPerSum)
let resultsCount = (count + elementsPerSum - 1) / elementsPerSum // Number of individual results = count / elementsPerSum (rounded up)
let dataBuffer = device.newBufferWithBytes(data, length: strideof(DataType) * count, options: []) // Our data in a buffer (copied)
let resultsBuffer = device.newBufferWithLength(strideof(DataType) * resultsCount, options: []) // A buffer for individual results (zero initialized)
let results = UnsafeBufferPointer<DataType>(start: UnsafePointer(resultsBuffer.contents()), count: resultsCount) // Our results in convenient form to compute the actual result later
let queue = device.newCommandQueue()
let cmds = queue.commandBuffer()
let encoder = cmds.computeCommandEncoder()
encoder.setComputePipelineState(pipeline)
encoder.setBuffer(dataBuffer, offset: 0, atIndex: 0)
encoder.setBytes(&dataCount, length: sizeofValue(dataCount), atIndex: 1)
encoder.setBuffer(resultsBuffer, offset: 0, atIndex: 2)
encoder.setBytes(&elementsPerSumC, length: sizeofValue(elementsPerSumC), atIndex: 3)
// We have to calculate the sum `resultCount` times => amount of threadgroups is `resultsCount` / `threadExecutionWidth` (rounded up) because each threadgroup will process `threadExecutionWidth` threads
let threadgroupsPerGrid = MTLSize(width: (resultsCount + pipeline.threadExecutionWidth - 1) / pipeline.threadExecutionWidth, height: 1, depth: 1)
// Here we set that each threadgroup should process `threadExecutionWidth` threads, the only important thing for performance is that this number is a multiple of `threadExecutionWidth` (here 1 times)
let threadsPerThreadgroup = MTLSize(width: pipeline.threadExecutionWidth, height: 1, depth: 1)
encoder.dispatchThreadgroups(threadgroupsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
encoder.endEncoding()
cmds.commit()
cmds.waitUntilCompleted()
return results
}
func sumParallel3(data : Array<DataType>) -> DataType {
var results = sumParralel1(data)
repeat {
results = sumParralel1(Array(results))
} while results.count >= 100
var result : DataType = 0
for elem in results {
result += elem
}
return result
}
func sumParallel4(data : Array<DataType>) -> DataType {
let queue = NSOperationQueue()
queue.maxConcurrentOperationCount = 4
var a0 : DataType = 0
var a1 : DataType = 0
var a2 : DataType = 0
var a3 : DataType = 0
let op0 = NSBlockOperation( block : {
for i in 0..<(data.count/4) {
a0 = a0 + data[i]
}
})
let op1 = NSBlockOperation( block : {
for i in (data.count/4)..<(data.count/2) {
a1 = a1 + data[i]
}
})
let op2 = NSBlockOperation( block : {
for i in (data.count/2)..<(3 * data.count/4) {
a2 = a2 + data[i]
}
})
let op3 = NSBlockOperation( block : {
for i in (3 * data.count/4)..<(data.count) {
a3 = a3 + data[i]
}
})
queue.addOperation(op0)
queue.addOperation(op1)
queue.addOperation(op2)
queue.addOperation(op3)
queue.suspended = false
queue.waitUntilAllOperationsAreFinished()
let aaa: DataType = a0 + a1 + a2 + a3
return aaa
}
}
我有一个看起来像这样的着色器:
kernel void parsum(const device DataType* data [[ buffer(0) ]],
const device uint& dataLength [[ buffer(1) ]],
device DataType* sums [[ buffer(2) ]],
const device uint& elementsPerSum [[ buffer(3) ]],
const uint tgPos [[ threadgroup_position_in_grid ]],
const uint tPerTg [[ threads_per_threadgroup ]],
const uint tPos [[ thread_position_in_threadgroup ]]) {
uint resultIndex = tgPos * tPerTg + tPos; // This is the index of the individual result, this var is unique to this thread
uint dataIndex = resultIndex * elementsPerSum; // Where the summation should begin
uint endIndex = dataIndex + elementsPerSum < dataLength ? dataIndex + elementsPerSum : dataLength; // The index where summation should end
for (; dataIndex < endIndex; dataIndex++)
sums[resultIndex] += data[dataIndex];
}
令我惊讶的是函数 sumParallel4 是最快的,我认为它不应该是。我注意到当我调用函数 sumParralel 和 sumParallel3 时,第一个函数总是比较慢,即使我改变了函数的顺序。 (因此,如果我先调用 sumParralel,则速度较慢,如果我调用 sumParallel3,则速度较慢。)
这是为什么?为什么 sumParallel3 并不比 sumParallel 快很多?为什么 sumParallel4 是最快的,尽管它是在 CPU 上计算的?
如何使用 posix_memalign 更新我的 GPU 函数?我知道它应该工作得更快,因为它会在 GPU 和 CPU 之间共享内存,但我不知道女巫数组应该以这种方式分配(数据或结果)以及如果数据是函数中传递的参数,我如何使用 posix_memalign 分配数据?
最佳答案
在 iPhone 6 上运行这些测试时,我发现 Metal 版本的运行速度比原始 CPU 总和慢 3 倍到快 2 倍。通过我在下面描述的修改,它始终更快。
我发现运行 Metal 版本的很多成本不仅可以归因于缓冲区的分配,尽管这很重要,而且还可以归因于首次创 build 备和计算管道状态。这些是您通常会在应用程序初始化时执行一次的操作,因此将它们包括在时间中并不完全公平。
还应注意,如果您在启用 Metal 验证层和 GPU 帧捕获的情况下通过 Xcode 运行这些测试,则会产生显着的运行时成本,并且会使结果偏向 CPU。
考虑到这些注意事项,您可以按照以下方式使用 posix_memalign分配可用于支持 MTLBuffer 的内存.诀窍是确保您请求的内存实际上是页面对齐的(即它的地址是 getpagesize() 的倍数),这可能需要将超出您实际需要存储数据的内存量四舍五入:
let dataCount = 1_000_000
let dataSize = dataCount * strideof(DataType)
let pageSize = Int(getpagesize())
let pageCount = (dataSize + (pageSize - 1)) / pageSize
var dataPointer: UnsafeMutablePointer<Void> = nil
posix_memalign(&dataPointer, pageSize, pageCount * pageSize)
let data = UnsafeMutableBufferPointer(start: UnsafeMutablePointer<DataType>(dataPointer),
count: (pageCount * pageSize) / strideof(DataType))
for i in 0..<dataCount {
data[i] = 200
}
这确实需要制作 data一个UnsafeMutableBufferPointer<DataType> , 而不是 [DataType] , 因为 Swift 的 Array分配自己的后备存储。您还需要传递要操作的数据项的数量,因为 count可变缓冲区指针的一部分已四舍五入以使缓冲区页面对齐。
实际创建一个 MTLBuffer以这些数据为后盾,使用 newBufferWithBytesNoCopy(_:length:options:deallocator:)应用程序接口(interface)。同样重要的是,您提供的长度是页面大小的倍数;否则此方法返回 nil :
let roundedUpDataSize = strideof(DataType) * data.count
let dataBuffer = device.newBufferWithBytesNoCopy(data.baseAddress, length: roundedUpDataSize, options: [], deallocator: nil)
在这里,我们不提供释放器,但您应该在使用完毕后通过传递 baseAddress 来释放内存。指向 free() 的缓冲区指针.
关于ios - iOS 上数组的 Swift metal 并行求和计算,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38232640/
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