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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// ----------------------------- END-OF-FILE ----------------------------------
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//
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// Copyright (c) Microsoft. All rights reserved.
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// Licensed under the MIT license. See LICENSE.md file in the project root for full license information.
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//
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#include "stdafx.h"
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#include "../../../Source/Math/Matrix.h"
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#include "../../../Source/Math/Helpers.h"
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using namespace Microsoft::MSR::CNTK;
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namespace Microsoft { namespace MSR { namespace CNTK { namespace Test {
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BOOST_AUTO_TEST_SUITE(GPUMatrixSuite)
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// Requires GPU
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BOOST_FIXTURE_TEST_CASE(MatrixDataSynchronization_DefaultBehaviorTestForConstructors, RandomSeedFixture)
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{
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const SingleMatrix matrixA1(c_deviceIdZero);
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BOOST_CHECK_EQUAL(CurrentDataLocation::GPU, matrixA1.GetCurrentMatrixLocation());
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BOOST_CHECK_EQUAL(0, matrixA1.GetNumCols());
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BOOST_CHECK_EQUAL(0, matrixA1.GetNumRows());
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const SingleMatrix matrixA2(CPUDEVICE);
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BOOST_CHECK_EQUAL(CurrentDataLocation::CPU, matrixA2.GetCurrentMatrixLocation());
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BOOST_CHECK_EQUAL(0, matrixA2.GetNumCols());
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BOOST_CHECK_EQUAL(0, matrixA2.GetNumRows());
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const SingleMatrix matrixA3(13, 12, c_deviceIdZero);
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BOOST_CHECK_EQUAL(CurrentDataLocation::GPU, matrixA3.GetCurrentMatrixLocation());
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BOOST_CHECK_EQUAL(12, matrixA3.GetNumCols());
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BOOST_CHECK_EQUAL(13, matrixA3.GetNumRows());
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float arr[5 * 45];
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const SingleMatrix matrixA4(5, 45, arr, c_deviceIdZero, matrixFlagNormal);
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BOOST_CHECK_EQUAL(CurrentDataLocation::GPU, matrixA4.GetCurrentMatrixLocation());
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BOOST_CHECK_EQUAL(45, matrixA4.GetNumCols());
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BOOST_CHECK_EQUAL(5, matrixA4.GetNumRows());
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const SingleMatrix matrixA5(45, 5, arr, CPUDEVICE, matrixFlagNormal);
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BOOST_CHECK_EQUAL(CurrentDataLocation::CPU, matrixA5.GetCurrentMatrixLocation());
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BOOST_CHECK_EQUAL(5, matrixA5.GetNumCols());
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BOOST_CHECK_EQUAL(45, matrixA5.GetNumRows());
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}
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// Requires GPU
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BOOST_FIXTURE_TEST_CASE(MatrixDataSynchronization_AccessPatternAndTransferTest, RandomSeedFixture)
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{
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float arr[5 * 45];
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const SingleMatrix matrixA(5, 45, arr, c_deviceIdZero, matrixFlagNormal);
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BOOST_CHECK_EQUAL(CurrentDataLocation::GPU, matrixA.GetCurrentMatrixLocation());
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// GetValue calls operator() const, leaving the matrix in the BOTH state
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float x = matrixA.GetValue(0, 0);
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BOOST_CHECK_EQUAL(CurrentDataLocation::BOTH, matrixA.GetCurrentMatrixLocation());
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foreach_coord(i, j, matrixA)
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{
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x = matrixA.GetValue(i, j);
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BOOST_CHECK_EQUAL(CurrentDataLocation::BOTH, matrixA.GetCurrentMatrixLocation());
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}
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SingleMatrix matrixB(15, 15, arr, matrixFlagNormal);
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BOOST_CHECK_EQUAL(CurrentDataLocation::GPU, matrixB.GetCurrentMatrixLocation());
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// non-const operator leaves it in CPU state so that writing to it is valid
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float& y = matrixB(1, 1);
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BOOST_CHECK_EQUAL(CurrentDataLocation::CPU, matrixB.GetCurrentMatrixLocation());
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matrixB(4, 2) = y;
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BOOST_CHECK_EQUAL(CurrentDataLocation::CPU, matrixB.GetCurrentMatrixLocation());
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foreach_coord (i, j, matrixB)
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{
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y = matrixB(i, j);
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matrixB(j, i) = y;
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BOOST_CHECK_EQUAL(CurrentDataLocation::CPU, matrixB.GetCurrentMatrixLocation());
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}
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matrixB.TransferFromDeviceToDevice(CPUDEVICE, c_deviceIdZero, false);
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BOOST_CHECK_EQUAL(CurrentDataLocation::BOTH, matrixB.GetCurrentMatrixLocation());
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matrixB.TransferFromDeviceToDevice(c_deviceIdZero, CPUDEVICE, false);
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BOOST_CHECK_EQUAL(CurrentDataLocation::BOTH, matrixB.GetCurrentMatrixLocation());
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matrixB.TransferFromDeviceToDevice(CPUDEVICE, c_deviceIdZero, true);
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BOOST_CHECK_EQUAL(CurrentDataLocation::GPU, matrixB.GetCurrentMatrixLocation());
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matrixB.TransferFromDeviceToDevice(c_deviceIdZero, CPUDEVICE, true);
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BOOST_CHECK_EQUAL(CurrentDataLocation::CPU, matrixB.GetCurrentMatrixLocation());
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}
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// Requires GPU
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BOOST_FIXTURE_TEST_CASE(MatrixDataSynchronization_GravitatingTowardsPreferredDevice, RandomSeedFixture)
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{
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