Removed main.zig to become bench.zig + better benchmark + wait for calcul to be done in Vec.submitPass

This commit is contained in:
adrien 2026-05-17 21:35:16 +02:00
parent 01bc0954b0
commit f56dfe7ecc
4 changed files with 136 additions and 77 deletions

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@ -24,7 +24,7 @@ pub fn build(b: *std.Build) void {
const exe = b.addExecutable(.{
.root_module = b.createModule(.{
.root_source_file = b.path("src/main.zig"),
.root_source_file = b.path("src/bench.zig"),
.link_libc = true,
.target = target,
.optimize = optimize,
@ -57,5 +57,5 @@ pub fn build(b: *std.Build) void {
const run = b.addRunArtifact(exe);
run.step.dependOn(b.getInstallStep());
b.step("run", "Build and run").dependOn(&run.step);
b.step("bench", "Benchmark a simple add vector").dependOn(&run.step);
}

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@ -185,6 +185,7 @@ fn submitPass(
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
_ = c.wgpuDevicePoll(gloc.device.device, 1, null); // Wait for it to be done
}
fn ceilDiv(n: usize, d: usize) usize {

133
src/bench.zig Normal file
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@ -0,0 +1,133 @@
const std = @import("std");
const GpuDevice = @import("GpuDevice.zig");
const GpuAllocator = @import("GpuAllocator.zig");
const GpuPipeline = @import("GpuPipeline.zig");
const Vec = @import("Vec.zig");
pub fn main(init: std.process.Init) !void {
const device = try GpuDevice.init();
defer device.deinit();
var gloc = try GpuAllocator.init(init.gpa, device);
defer gloc.deinit();
const add_pip = try GpuPipeline.init(device, @embedFile("shaders/add.wgsl"));
defer add_pip.deinit();
const allocator = init.gpa;
// --- WARM-UP PHASE ---
{
var warmup_a = [_]f32{1.0};
var warmup_b = [_]f32{1.0};
const wa = try Vec.initLoad(&gloc, &warmup_a);
defer wa.deinit();
const wb = try Vec.initLoad(&gloc, &warmup_b);
defer wb.deinit();
const wsum = try wa.run(&gloc, wb, add_pip);
defer wsum.deinit();
const wout = try wsum.read(&gloc, allocator);
defer allocator.free(wout);
}
const sizes = [_]usize{
1,
1024,
4096,
16384,
65536,
262144,
1024 * 1024,
4 * 1024 * 1024,
4 * 4 * 1024 * 1024,
4 * 4 * 4 * 1024 * 1024,
4 * 4 * 4 * 4 * 1024 * 1024,
};
const iterations = 5;
// Print clear structural table headers
std.debug.print("\n| Size (MB) | Phase | Time (ms) | GB/s |\n", .{});
std.debug.print("|----------:|:------------------|-----------:|---------:|\n", .{});
for (sizes) |size| {
// --- Phase 1: Host Init/Alloc (Outside the iteration loop for pure host prep) ---
var data_a = try allocator.alloc(f32, size);
defer allocator.free(data_a);
var data_b = try allocator.alloc(f32, size);
defer allocator.free(data_b);
for (0..size) |i| {
data_a[i] = @floatFromInt(i);
data_b[i] = @floatFromInt(size - 1 - i);
}
// Track best times across iterations
var min_alloc_ns: u64 = std.math.maxInt(u64);
var min_transfer_ns: u64 = std.math.maxInt(u64);
var min_compute_ns: u64 = std.math.maxInt(u64);
for (0..iterations) |_| {
// --- 1. GPU ALLOCATION PHASE ---
// Assumes Vec.init or similar handles uninitialized device allocation if exposed,
// otherwise we isolate data movement directly inside the step.
const alloc_start = std.Io.Clock.awake.now(init.io);
// (If your Vec API allocates and loads simultaneously, this step doubles as your Host->Device allocation footprint)
const a = try Vec.initLoad(&gloc, data_a);
defer a.deinit();
const b = try Vec.initLoad(&gloc, data_b);
defer b.deinit();
const alloc_duration = alloc_start.durationTo(std.Io.Clock.awake.now(init.io));
const alloc_ns = @as(u64, @intCast(alloc_duration.toNanoseconds()));
if (alloc_ns < min_alloc_ns) min_alloc_ns = alloc_ns;
// --- 2. COMPUTE PHASE ---
const compute_start = std.Io.Clock.awake.now(init.io);
const sum = try a.run(&gloc, b, add_pip);
defer sum.deinit();
const compute_duration = compute_start.durationTo(std.Io.Clock.awake.now(init.io));
const compute_ns = @as(u64, @intCast(compute_duration.toNanoseconds()));
if (compute_ns < min_compute_ns) min_compute_ns = compute_ns;
// --- 3. TRANSFER PHASE (Device -> Host) ---
const transfer_start = std.Io.Clock.awake.now(init.io);
const out = try sum.read(&gloc, allocator);
defer allocator.free(out);
const transfer_duration = transfer_start.durationTo(std.Io.Clock.awake.now(init.io));
const transfer_ns = @as(u64, @intCast(transfer_duration.toNanoseconds()));
if (transfer_ns < min_transfer_ns) min_transfer_ns = transfer_ns;
}
// --- Metrics Calculations ---
const f_size = @as(f64, @floatFromInt(size));
const element_bytes = f_size * @as(f64, @floatFromInt(@sizeOf(f32)));
const mb = element_bytes / (1024.0 * 1024.0);
// Individual Phase Timings (ms)
const alloc_ms = @as(f64, @floatFromInt(min_alloc_ns)) / 1_000_000.0;
const compute_ms = @as(f64, @floatFromInt(min_compute_ns)) / 1_000_000.0;
const transfer_ms = @as(f64, @floatFromInt(min_transfer_ns)) / 1_000_000.0;
// Bandwidth Calculations
// Alloc phase moves 2 buffers worth of data from Host -> GPU
const alloc_gb_s = (element_bytes * 2.0 / 1_000_000_000.0) / (@as(f64, @floatFromInt(min_alloc_ns)) / 1_000_000_000.0);
// Compute phase performs 2 reads and 1 write completely on VRAM
const compute_gb_s = (element_bytes * 3.0 / 1_000_000_000.0) / (@as(f64, @floatFromInt(min_compute_ns)) / 1_000_000_000.0);
// Transfer phase pulls 1 buffer back from GPU -> Host
const transfer_gb_s = (element_bytes * 1.0 / 1_000_000_000.0) / (@as(f64, @floatFromInt(min_transfer_ns)) / 1_000_000_000.0);
// Print Results per Size Block
std.debug.print("| {d:9.2} | 1. GPU Alloc/Load | {d:10.3} | {d:8.2} |\n", .{ mb, alloc_ms, alloc_gb_s });
std.debug.print("| | 2. Compute | {d:10.3} | {d:8.2} |\n", .{ compute_ms, compute_gb_s });
std.debug.print("| | 3. Transfer (D->H)| {d:10.3} | {d:8.2} |\n", .{ transfer_ms, transfer_gb_s });
std.debug.print("|-----------|-------------------|------------|---------:|\n", .{});
}
}

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@ -1,75 +0,0 @@
const std = @import("std");
const GpuDevice = @import("GpuDevice.zig");
const GpuAllocator = @import("GpuAllocator.zig");
const GpuPipeline = @import("GpuPipeline.zig");
const Vec = @import("Vec.zig");
pub fn main(init: std.process.Init) !void {
const device = try GpuDevice.init();
defer device.deinit();
var gloc = try GpuAllocator.init(init.gpa, device);
defer gloc.deinit();
const add_pip = try GpuPipeline.init(device, @embedFile("shaders/add.wgsl"));
defer add_pip.deinit();
// Define the sizes you want to benchmark
const sizes = [_]usize{
1,
1024,
4096,
16384,
65536,
262144,
1024 * 1024,
// 4 * 1024 * 1024,
// 4 * 4 * 1024 * 1024,
// 4 * 4 * 4 * 1024 * 1024,
// 4 * 4 * 4 * 4 * 1024 * 1024,
// 4 * 4 * 4 * 4 * 2 * 1024 * 1024,
};
// Print table header
std.debug.print("\n| Element Count | Size (MB) | Time (ms) | Time (ns) |\n", .{});
std.debug.print("|--------------:|----------:|----------:|----------:|\n", .{});
const allocator = init.gpa;
for (sizes) |size| {
// Dynamically allocate buffers for the current size
var data_a = try allocator.alloc(f32, size);
defer allocator.free(data_a);
var data_b = try allocator.alloc(f32, size);
defer allocator.free(data_b);
// Populate data
for (0..size) |i| {
data_a[i] = @floatFromInt(i);
data_b[i] = @floatFromInt(size - 1 - i);
}
// Start timing the GPU operations
const start = std.Io.Clock.awake.now(init.io);
const a = try Vec.initLoad(&gloc, data_a);
defer a.deinit();
const b = try Vec.initLoad(&gloc, data_b);
defer b.deinit();
// a + b
const sum = try a.run(&gloc, b, add_pip);
defer sum.deinit();
const out = try sum.read(&gloc, allocator);
defer allocator.free(out);
const duration = start.durationTo(std.Io.Clock.awake.now(init.io));
const ns = duration.toNanoseconds();
const ms = duration.toMilliseconds();
const mb = @as(f64, @floatFromInt(size * @sizeOf(f32))) / (1024.0 * 1024.0);
// Print table row
std.debug.print("| {d:12} | {d:8.2} | {d:9.3} | {d:9} |\n", .{ size, mb, ms, ns });
}
}