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[NASA:Update] Distributed dace cache (rework) #16
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Original file line number | Diff line number | Diff line change |
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from pace.dsl.caches.codepath import FV3CodePath | ||
from pace.util import CubedSpherePartitioner | ||
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def identify_code_path( | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Something about this feels awkward to me, but I'm not sure making this live inside of a more fully-featured FV3CodePath class makes sense? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. We need a proper build class/system that uproots most of all of this and consolidate it to one place. It should include distributed compiling for non-orchestrated backend, better hash/cache and much more. I went for a functional paradigm in the meantime, since I fully expect this to be reworked There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah I don't have a super compelling alternative and it's not really blocking, just felt awkward when I read it |
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rank: int, | ||
partitioner: CubedSpherePartitioner, | ||
) -> FV3CodePath: | ||
if partitioner.layout == (1, 1) or partitioner.layout == [1, 1]: | ||
return FV3CodePath.All | ||
elif partitioner.layout[0] == 1 or partitioner.layout[1] == 1: | ||
raise NotImplementedError( | ||
f"Build for layout {partitioner.layout} is not handled" | ||
) | ||
else: | ||
if partitioner.tile.on_tile_bottom(rank): | ||
if partitioner.tile.on_tile_left(rank): | ||
return FV3CodePath.BottomLeft | ||
if partitioner.tile.on_tile_right(rank): | ||
return FV3CodePath.BottomRight | ||
else: | ||
return FV3CodePath.Bottom | ||
if partitioner.tile.on_tile_top(rank): | ||
if partitioner.tile.on_tile_left(rank): | ||
return FV3CodePath.TopLeft | ||
if partitioner.tile.on_tile_right(rank): | ||
return FV3CodePath.TopRight | ||
else: | ||
return FV3CodePath.Top | ||
else: | ||
if partitioner.tile.on_tile_left(rank): | ||
return FV3CodePath.Left | ||
if partitioner.tile.on_tile_right(rank): | ||
return FV3CodePath.Right | ||
else: | ||
return FV3CodePath.Center | ||
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def get_cache_fullpath(code_path: FV3CodePath) -> str: | ||
from gt4py.cartesian import config as gt_config | ||
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return f"{gt_config.cache_settings['root_path']}/.gt_cache_{code_path}" | ||
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def get_cache_directory(code_path: FV3CodePath) -> str: | ||
return f".gt_cache_{code_path}" |
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import enum | ||
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class FV3CodePath(enum.Enum): | ||
"""Enum listing all possible code path on a cube sphere. | ||
For any layout the cube sphere has up to 9 different code path, 10 | ||
when counting the 1,1 layout which aggregates all 9. Those are related to | ||
the positioning of the rank on the tile and which of the edge/corner case | ||
it has to handle. | ||
Since the framework inline code to optimize, we _cannot_ pre-suppose of the code | ||
being kept and/or ejected. This enum serves as the ground truth to map rank to | ||
the proper generated code. | ||
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""" | ||
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All = "FV3_A" | ||
BottomLeft = "FV3_BL" | ||
Left = "FV3_L" | ||
TopLeft = "FV3_TL" | ||
Top = "FV3_T" | ||
TopRight = "FV3_TR" | ||
Right = "FV3_R" | ||
BottomRight = "FV3_BR" | ||
Bottom = "FV3_B" | ||
Center = "FV3_C" | ||
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def __str__(self): | ||
return self.value | ||
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def __repr__(self): | ||
return self.value | ||
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def __format__(self, format_spec: str) -> str: | ||
return self.value |
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Why does it matter whether we use empty or zeros here? It seems like setting the memory to 0 is an unnecessary step. Also is there a better way to get at the backend than through a Quantity?
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This is too fix the "deterministic" test in utest. Empty grabs any memory. The fact is that test fails because halos have the wrong values and it gets pass down. Arguably I did a blanket cover of all the empty/zeros because non of them will be executed at realtime, so the small extra cost of zero-ing it out does not matter.