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test_map.cu
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test_map.cu
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#include <algorithm>
#include <array>
#include <chrono>
#include <errno.h>
#include <fstream>
#include <inttypes.h>
#include <iomanip>
#include <iostream>
#include <math.h>
#include <random>
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string>
#include <time.h>
#include <vector>
#include <cuda_runtime_api.h>
#include <cuda.h>
#include "gpu_hashtable.hpp"
#include "test_map.hpp"
using namespace std;
using namespace chrono;
GpuAllocator *glbGpuAllocator = nullptr;
GpuAllocator::GpuAllocator(long long int allocMax) {
this->allocMax = allocMax;
this->allocCurrent = 0;
}
/**
* Wrapper _cudaMalloc
* @return cudaMalloc allocation if within bounds/limits
*/
cudaError_t GpuAllocator::_cudaMalloc( void** devPtr, size_t size ) {
if ( (this->allocCurrent + size) <= this->allocMax ) {
cudaError_t rt = cudaMalloc(devPtr, size);
this->allocCurrent += size;
this->allocMap[ *devPtr ] = size;
return rt;
} else {
DIE(true, "cudaMalloc would exceed allowed max alloc size" );
}
}
/**
* Wrapper _cudaMallocManaged
* @return cudaMallocManaged allocation if within bounds/limits
*/
cudaError_t GpuAllocator::_cudaMallocManaged( void** devPtr, size_t size ) {
if ( (this->allocCurrent + size) <= this->allocMax ) {
cudaError_t rt = cudaMallocManaged(devPtr, size);
this->allocCurrent += size;
this->allocMap[ *devPtr ] = size;
return rt;
} else {
DIE(true, "cudaMallocManaged would exceed allowed max alloc size" );
}
}
/**
* Wrapper _cudaFree
* @return cudaFree allocation if ptr found (allocated via wrapper)
*/
cudaError_t GpuAllocator::_cudaFree( void* devPtr ) {
if (this->allocMap.find(devPtr) == this->allocMap.end()) {
return cudaErrorInvalidValue;
} else {
this->allocCurrent -= this->allocMap.find(devPtr)->second;
this->allocMap.erase(devPtr);
return cudaFree(devPtr);
}
}
/**
* Wrapper _used
* @return current allocated memory via wrappers
*/
long long int GpuAllocator::_used( void ) {
return this->allocCurrent;
}
void fillRandom(vector<int> &vecKeys, vector<int> &vecValues, int numEntries) {
vecKeys.reserve(numEntries);
vecValues.reserve(numEntries);
int interval = (numeric_limits<int>::max() / numEntries) - 1;
default_random_engine generator;
uniform_int_distribution<int> distribution(1, interval);
for(int i = 0; i < numEntries; i++) {
vecKeys.push_back(interval * i + distribution(generator));
vecValues.push_back(interval * i + distribution(generator));
}
random_shuffle(vecKeys.begin(), vecKeys.end());
random_shuffle(vecValues.begin(), vecValues.end());
}
/**
* Main description.
* @param argv1 is total number of hash inserts/gets
* @param argv2 is number of sets, (total/nrsets) is a chunk
* @param argv3 is min performance measured in M/sec for INSERT/GET
* @return different than 0 means run has failed
*/
int main(int argc, char **argv)
{
clock_t begin;
double elapsedTime;
int numKeys = 0;
int numChunks = 0;
int minSpeed = 100;
vector<int> vecKeys;
vector<int> vecValues;
int *valuesGot = NULL;
DIE(argc != 4,
"ERR, args num, call ./bin test_numKeys test_numChunks hash_speed");
numKeys = stoll(argv[1]);
DIE((numKeys < 1) || (numKeys >= numeric_limits<int>::max()),
"ERR, numKeys should be greater or equal to 1 and less than maxint");
numChunks = stoll(argv[2]);
DIE((numChunks < 1) || (numChunks >= numKeys),
"ERR, numChunks should be greater or equal to 1");
minSpeed = stoll(argv[3]);
DIE((minSpeed < 0) || (minSpeed >= 500),
"ERR, minSpeed should be between 0 and 500");
float loadFactorMin = 0.5f;
float loadFactorMax = 1.0f;
float speedGet = 0.f;
float speedInsert = 0.f;
fillRandom(vecKeys, vecValues, numKeys);
glbGpuAllocator = new GpuAllocator(numKeys * sizeof(int) * 2 * 4);
GpuHashTable gHashTable(1);
int inserted = 0;
int chunkSize = numKeys / numChunks;
gHashTable.reshape(chunkSize);
// perform INSERT and test performance
for(int chunkStart = 0; chunkStart < numKeys; chunkStart += chunkSize) {
int *keysStart = &vecKeys[chunkStart];
int *valuesStart = &vecValues[chunkStart];
auto start = high_resolution_clock::now();
// INSERT stage
gHashTable.insertBatch(keysStart, valuesStart, chunkSize);
inserted += chunkSize;
auto stop = high_resolution_clock::now();
elapsedTime = duration_cast<microseconds>(stop - start).count();
float speed = chunkSize / elapsedTime;
float hashLoadFactor = (float) inserted * sizeof(int) * 2.f / glbGpuAllocator->_used();
// check load factor
DIE( loadFactorMin > hashLoadFactor, "loadFactorMin > hashLoadFactor");
DIE( loadFactorMax < hashLoadFactor, "loadFactorMax < hashLoadFactor");
cout << setw(20) << left << "HASH_BATCH_INSERT"
<< setw(24) << left << "count: " + to_string(chunkSize)
<< setw(24) << left << "speed: " + to_string( (int)speed ) + "M/sec"
<< setw(24) << left
<< "loadfactor: " + to_string( (int)(hashLoadFactor * 100.f) ) + "%" << endl;
speedInsert += speed;
}
// perform INSERT for update validation
int chunkSizeUpdate = min(64, numKeys);
for(int chunkStart = 0; chunkStart < chunkSizeUpdate; chunkStart++) {
vecValues[chunkStart] += 1111111 + chunkStart;
}
gHashTable.insertBatch(&vecKeys[0], &vecValues[0], chunkSizeUpdate);
// perform GET and test performance
for(int chunkStart = 0; chunkStart < numKeys; chunkStart += chunkSize) {
int *keysStart = &vecKeys[chunkStart];
auto start = high_resolution_clock::now();
// GET stage
valuesGot = gHashTable.getBatch(keysStart, chunkSize);
auto stop = high_resolution_clock::now();
elapsedTime = duration_cast<microseconds>(stop - start).count();
float speed = chunkSize / elapsedTime;
float hashLoadFactor = (float) inserted * sizeof(int) * 2.f / glbGpuAllocator->_used();
cout << setw(20) << left << "HASH_BATCH_GET"
<< setw(24) << left << "count: " + to_string(chunkSize)
<< setw(24) << left << "speed: " + to_string( (int)speed ) + "M/sec"
<< setw(24) << left
<< "loadfactor: " + to_string( (int)(hashLoadFactor * 100.f) ) + "%" << endl;
// check load factor
DIE( loadFactorMin > hashLoadFactor, "loadFactorMin > hashLoadFactor" );
DIE( loadFactorMax < hashLoadFactor, "loadFactorMax < hashLoadFactor" );
DIE( valuesGot == NULL, "ERR, ptr valuesCheck cannot be NULL" );
speedGet += speed;
int mistmatches = 0;
for(int i = 0; i < chunkSize; i++) {
if(vecValues[chunkStart + i] != valuesGot[i]) {
mistmatches++;
if(mistmatches < 32) {
cout << "Expected " << vecValues[chunkStart + i]
<< ", but got " << valuesGot[i] << " for key:" << keysStart[i] << endl;
}
}
}
if(mistmatches > 0) {
cout << "ERR, mistmatches: " << mistmatches << " / " << numKeys << endl;
exit(1);
}
}
float avgSpeedInsert = speedInsert / numChunks;
float avgSpeedGet = speedGet / numChunks;
cout << "----------------------------------------------" << endl;
cout << setw(24) << left << "AVG_INSERT: " + to_string( (int)avgSpeedInsert ) + " M/sec,"
<< setw(24) << left<< "AVG_GET: " + to_string( (int)avgSpeedGet ) + " M/sec,"
<< setw(24) << left<< "MIN_SPEED_REQ: " + to_string(minSpeed) + " M/sec" << endl;
DIE( minSpeed > avgSpeedGet, "minSpeed > avgSpeedGet" );
DIE( minSpeed > avgSpeedInsert, "minSpeed > avgSpeedInsert" );
cout << endl;
return 0;
}