如何释放从函数包装器返回的CUDA纹理对象中的内存空间?

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英文:

How to free the memory space in CUDA texture object returned from a function wrapper?

问题

我有一个辅助函数,用于从另一个结构化数组(来自Matlab的mxArray)创建CUDA对象的过程。函数如下:

cudaTextureObject_t tex_output = mxArrayToTexture(mxArray *inputMxArray);

这个函数会检查inputMxArray的类型和大小,隐藏了创建cudaArray_t、纹理资源、描述等的详细信息。当我需要创建不同维度、大小和类型的十几个纹理对象时,它运行得很好。但是,我不确定如何在之后清理并释放内存。

通常情况下,我使用cudaDestroyTextureObject(tex_output)来销毁纹理对象。但是,我该如何释放分配给纹理对象内部的cudaArray_t的内存?

我在每次运行代码之前和之后都检查了GPU上的可用内存,明显有约300MB的内存没有被释放。我猜测在辅助函数中没有使用cudaFreeArray()来释放cudaArray_t的内存是问题所在。如果我不解决这个问题,设备最终会耗尽内存空间。

有什么建议可以改进这个方法,使辅助函数正确创建CUDA纹理对象并释放内存?

英文:

Suppose I have a helper function to facilitate the process of creating CUDA objects from another structured array (mxArray from Matlab, specifically).

It will be a function like this:

cudaTextureObject_t  tex_output = mxArrayToTexture(mxArray * inputMxArray);

This function will check the type and size of inputMxArray, hide the details of creating cudaArray_t, texture resource, description, etc. It works great when I have a dozen of texture objects to create with different dimension, size and type. However, I am not sure how to clean up and free the memory afterwards.

Typically, I use cudaDestroyTextureObject(tex_output) to destroy the texture object. But how do I free the memory allocated to the cudaArray_t within the texture object?

I checked the available memory on GPU before and after each time I run the code, and there is definitively ~300Mb of memory not being released. I suppose not using cudaFreeArray() on the cudaArray_t hidden within the helper function is the issue. Eventually the device will run out of memory space if I don't fix this problem.

Any suggestions to improve this approach to have a helper function to create CUDA texture objects and free up the memory correctly?

答案1

得分: 1

以下是您要翻译的内容:

您可以使用cudaGetTextureObjectResourceDesc()获取底层的cudaArray_t

例如:

void destroyAndFreeTexture(cudaTextureObject_t tex) {
    cudaResourceDesc resDesc;
    ERR_CHECK(cudaGetTextureObjectResourceDesc(&resDesc, tex));
    ERR_CHECK(cudaDestroyTextureObject(tex));

    if (resDesc.resType == cudaResourceTypeArray) {
        cudaArray_t mem = resDesc.res.array.array;
        ERR_CHECK(cudaFreeArray(mem));
    }
    else {
        // ...
    }
}

其中ERR_CHECK应该替换为您用于CUDA运行时API的错误检查方案。

根据上下文,您可能希望在else分支中出现错误/抛出异常,或者也处理其他选项(cudaResourceTypeMipmappedArraycudaResourceTypeLinearcudaResourceTypePitch2D)。

个人建议还可以将此作为某个C++ RAII类的析构函数使用,就像Abator Abetor在评论中提出的那样。

英文:

You can get back the underlying cudaArray_t using cudaGetTextureObjectResourceDesc().

I.e.:

void destroyAndFreeTexture(cudaTextureObject_t tex) {
    cudaResourceDesc resDesc;
    ERR_CHECK(cudaGetTextureObjectResourceDesc(&resDesc, tex));
    ERR_CHECK(cudaDestroyTextureObject(tex));

    if (resDesc.resType == cudaResourceTypeArray) {
        cudaArray_t mem = resDesc.res.array.array;
        ERR_CHECK(cudaFreeArray(mem));
    }
    else {
        // ...
    }
}

where ERR_CHECK should be substituted by whatever error checking scheme you use for the CUDA runtime API.

Depending on the context, you might want to error/throw and exception in the else branch or just also handle the other options (cudaResourceTypeMipmappedArray, cudaResourceTypeLinear and cudaResourceTypePitch2D).

I personally would also use this as the destructor of some C++ RAII class, as Abator Abetor proposed in the comments.

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  • 本文由 发表于 2023年5月17日 06:50:36
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