GPU binning and compression. (#3319)
* GPU binning and compression. - binning and index compression are done inside the DeviceShard constructor - in case of a DMatrix with multiple row batches, it is first converted into a single row batch
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Rory Mitchell
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3f7696ff53
commit
286dccb8e8
@@ -126,15 +126,15 @@ struct SparseBatch {
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/*! \brief feature value */
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bst_float fvalue;
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/*! \brief default constructor */
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Entry() = default;
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XGBOOST_DEVICE Entry() {}
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/*!
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* \brief constructor with index and value
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* \param index The feature or row index.
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* \param fvalue THe feature value.
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*/
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Entry(bst_uint index, bst_float fvalue) : index(index), fvalue(fvalue) {}
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XGBOOST_DEVICE Entry(bst_uint index, bst_float fvalue) : index(index), fvalue(fvalue) {}
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/*! \brief reversely compare feature values */
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inline static bool CmpValue(const Entry& a, const Entry& b) {
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XGBOOST_DEVICE inline static bool CmpValue(const Entry& a, const Entry& b) {
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return a.fvalue < b.fvalue;
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}
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};
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