Implement devices to devices reshard. (#3721)
* Force clearing device memory before Reshard. * Remove calculating row_segments for gpu_hist and gpu_sketch. * Guard against changing device.
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committed by
Rory Mitchell
parent
0b7fd74138
commit
5a7f7e7d49
@@ -162,7 +162,7 @@ TEST(HostDeviceVector, TestCopy) {
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std::vector<size_t> starts{0, 501};
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std::vector<size_t> sizes{501, 500};
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SetCudaSetDeviceHandler(SetDevice);
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HostDeviceVector<int> v;
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{
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// a separate scope to ensure that v1 is gone before further checks
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@@ -178,6 +178,52 @@ TEST(HostDeviceVector, TestCopy) {
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SetCudaSetDeviceHandler(nullptr);
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}
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// The test is not really useful if n_gpus < 2
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TEST(HostDeviceVector, Reshard) {
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std::vector<int> h_vec (2345);
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for (size_t i = 0; i < h_vec.size(); ++i) {
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h_vec[i] = i;
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}
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HostDeviceVector<int> vec (h_vec);
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auto devices = GPUSet::AllVisible();
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std::vector<size_t> devices_size (devices.Size());
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// From CPU to GPUs.
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// Assuming we have > 1 devices.
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vec.Reshard(devices);
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size_t total_size = 0;
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for (size_t i = 0; i < devices.Size(); ++i) {
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total_size += vec.DeviceSize(i);
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devices_size[i] = vec.DeviceSize(i);
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}
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ASSERT_EQ(total_size, h_vec.size());
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ASSERT_EQ(total_size, vec.Size());
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auto h_vec_1 = vec.HostVector();
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ASSERT_TRUE(std::equal(h_vec_1.cbegin(), h_vec_1.cend(), h_vec.cbegin()));
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vec.Reshard(GPUSet::Empty()); // clear out devices memory
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// Shrink down the number of devices.
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vec.Reshard(GPUSet::Range(0, 1));
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ASSERT_EQ(vec.Size(), h_vec.size());
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ASSERT_EQ(vec.DeviceSize(0), h_vec.size());
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h_vec_1 = vec.HostVector();
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ASSERT_TRUE(std::equal(h_vec_1.cbegin(), h_vec_1.cend(), h_vec.cbegin()));
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vec.Reshard(GPUSet::Empty()); // clear out devices memory
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// Grow the number of devices.
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vec.Reshard(devices);
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total_size = 0;
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for (size_t i = 0; i < devices.Size(); ++i) {
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total_size += vec.DeviceSize(i);
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ASSERT_EQ(devices_size[i], vec.DeviceSize(i));
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}
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ASSERT_EQ(total_size, h_vec.size());
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ASSERT_EQ(total_size, vec.Size());
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h_vec_1 = vec.HostVector();
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ASSERT_TRUE(std::equal(h_vec_1.cbegin(), h_vec_1.cend(), h_vec.cbegin()));
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}
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TEST(HostDeviceVector, Span) {
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HostDeviceVector<float> vec {1.0f, 2.0f, 3.0f, 4.0f};
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vec.Reshard(GPUSet{0, 1});
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