Growing and Shrinking a Pool

When sharing a pool between different parts of your application, or even between co-ordinating libraries in the same application, you might want to grow and shrink a pool on demand. By limiting the size of a pool using device memory, you leave more space on the GPU for “unified memory” to move data there.

The basic idea is to create a pool that allocates a block of your minimum size, and then allocate a single word from this pool to ensure the initial block is never freed:

  auto pooled_allocator = rm.makeAllocator<umpire::strategy::DynamicPool>(
                            "GPU_POOL",
                            allocator,
                            4ul * 1024ul * 1024ul * 1024ul + 1); 
  void* hold = pooled_allocator.allocate(64);
  UMPIRE_USE_VAR(hold);

To increase the pool size you can preallocate a large chunk and then immediately free it. The pool will retain this memory for use by later allocations:

  void* grow = pooled_allocator.allocate( 8ul * 1024ul * 1024ul * 1024ul );
  pooled_allocator.deallocate(grow);

Assuming that there are no allocations left in the larger “chunk” of the pool, you can shrink the pool back down to the initial size by calling umpire::Allocator::release():

  pooled_allocator.release();

The complete example is included below:

//////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2016-19, Lawrence Livermore National Security, LLC and Umpire
// project contributors. See the COPYRIGHT file for details.
//
// SPDX-License-Identifier: (MIT)
//////////////////////////////////////////////////////////////////////////////
#include "umpire/strategy/DynamicPool.hpp"

#include "umpire/Allocator.hpp"
#include "umpire/ResourceManager.hpp"

#include "umpire/util/Macros.hpp"

#include <iostream>

int main(int, char**) {
  auto& rm = umpire::ResourceManager::getInstance();

  auto allocator = rm.getAllocator("DEVICE");

  /* 
   * Create a 4 Gb pool and reserve one word (to maintain aligment)
   */
  auto pooled_allocator = rm.makeAllocator<umpire::strategy::DynamicPool>(
                            "GPU_POOL",
                            allocator,
                            4ul * 1024ul * 1024ul * 1024ul + 1); 
  void* hold = pooled_allocator.allocate(64);
  UMPIRE_USE_VAR(hold);


  std::cout << "Pool has allocated " << pooled_allocator.getActualSize()
            << " bytes of memory. " << pooled_allocator.getCurrentSize()
            << " bytes are used" << std::endl;


  /*
   * Grow pool to ~12 by grabbing a 8Gb chunk
   */
  void* grow = pooled_allocator.allocate( 8ul * 1024ul * 1024ul * 1024ul );
  pooled_allocator.deallocate(grow);

  std::cout << "Pool has allocated " << pooled_allocator.getActualSize()
            << " bytes of memory. " << pooled_allocator.getCurrentSize()
            << " bytes are used" << std::endl;

  /*
   * Shrink pool back to ~4Gb
   */
  pooled_allocator.release();
  std::cout << "Pool has allocated " << pooled_allocator.getActualSize() 
            << " bytes of memory. " << pooled_allocator.getCurrentSize()
            << " bytes are used" << std::endl;

  return 0;
}