Replace NUMA-naive Rayon loops and ad-hoc adaptive pools with a unified `PartitionRunner` that manages a NUMA-aware worker pool. The implementation uses pinned Rayon thread pools per node and activates dormant threads based on real-time CPU efficiency metrics. This standardizes partition-level parallelism, optimizes memory locality, and eliminates cross-socket traffic. Includes architecture documentation and updates mkdocs navigation.
6.5 KiB
NUMA-aware partition runner
Problem
All partition-level parallel loops in obikindex currently fall into two categories:
Naive Rayon — used in build_layers, pack_matrices, dump, select,
stats, rebuild, reindex:
(0..n).into_par_iter().for_each(|i| work(i));
Threads come from the global Rayon pool with no NUMA awareness. On multi-socket machines this produces cross-socket memory traffic and degrades performance super-linearly (see NUMA-aware worker pools).
Ad-hoc adaptive pool — used in merge:
A bespoke implementation with pre-spawned workers, channel-based dispatch, and activation control. It handles NUMA correctly but is not reusable.
Both cases should be replaced by a single generic mechanism.
Unified model
The key insight is that UMA is just the NUMA case with a single node. The runner always works the same way: one controller thread per node, each independently managing its own workers with the same adaptive logic. The only difference between UMA and NUMA is the number of nodes and whether workers are pinned.
NUMA (k nodes) UMA (1 node)
controller-0 controller-1 … controller-0
│ │ │
workers[0] workers[1] workers[0]
(pinned) (pinned) (global pool)
└───────────────┴──────────────────┘
shared work queue
On each node, the Rayon ThreadPool is pinned to that node's CPUs.
pool.install() ensures all internal Rayon calls (inside the work function)
use the node-local pool. Linux first-touch then places heap allocations in
local DRAM automatically.
On UMA the global Rayon pool is used directly — no pinning, no overhead.
Adaptive mechanism
Each controller follows the same logic regardless of node count:
- Pre-spawn
workers_per_nodedormant worker threads (blocked onactivate_rx). - Activate the first worker immediately.
- Loop on result channel with a
SPAWN_POLLtimeout:- On result: call
on_done; check whether to activate the next worker. - On timeout: same check.
- Activation criterion:
should_spawn_worker(active, global_efficiency, prev_efficiency).
- On result: call
- Drop
activate_txwhen done — dormant workers exit cleanly.
Global CPU efficiency (CpuSample, reads /proc/stat on Linux) is used by
all controllers — no per-node measurement needed. The signal is coarser than
per-node efficiency but correct in practice: if any node saturates memory
bandwidth, the global efficiency drops and all controllers stop activating
workers. Using a standard portable primitive avoids platform-specific CPU
accounting and keeps the implementation clean.
Proposed API
pub struct PartitionRunner {
// One entry per NUMA node; one entry total on UMA.
nodes: Vec<NodeConfig>,
}
struct NodeConfig {
pool: Option<Arc<rayon::ThreadPool>>, // None = global Rayon pool (UMA)
cpu_ids: Vec<usize>, // empty = no pinning (UMA)
max_workers: usize,
}
impl PartitionRunner {
/// Detect topology and build the runner.
/// Returns a single-node runner on UMA / macOS / hwloc failure.
pub fn new() -> Self;
/// Run `f(i)` for every index in `order`, collecting results.
///
/// `on_done(i, result, elapsed)` is called under an internal mutex as
/// each partition completes — use it for progress bars and aggregation.
/// The runner serialises all calls to `on_done` via an internal
/// `Arc<Mutex<C>>`, so no `Sync` bound is required on the callback.
/// `Send` is required because the Arc clone crosses thread boundaries.
///
/// Serialisation is free in practice: a partition takes seconds to
/// minutes; the callback takes microseconds. Contention is negligible.
///
/// Returns the first error from `f`, if any.
pub fn run<F, R, E, C>(
&self,
order: &[usize],
f: F,
on_done: C,
) -> Result<(), E>
where
F: Fn(usize) -> Result<R, E> + Send + Sync,
R: Send,
E: Send,
C: FnMut(usize, R, Duration) + Send; // Send required, Sync is not
}
order is caller-supplied so each command chooses its scheduling strategy:
largest-first for merge, sequential for build_layers, etc.
Migration examples
merge.rs (before: ~180 lines of bespoke machinery)
let runner = PartitionRunner::new();
runner.run(
&order,
|i| dst_partition.merge_partition(i, srcs, mode, n_dst_genomes, block_bits, evidence)
.map_err(OKIError::Partition),
|i, g_len, dur| {
pb.inc(1);
debug!("partition {i}: done in {:.1}s — {g_len} new kmers", dur.as_secs_f64());
part_stats.push(PartStat { id: i, unitig_bytes: partition_sizes[i], g_len });
},
)?;
index.rs build_layers (before: naive into_par_iter)
let order: Vec<usize> = (0..n).collect();
let runner = PartitionRunner::new();
runner.run(
&order,
|i| self.partition.build_index_layer(i, min_ab, max_ab, with_counts, &evidence, block_bits)
.map_err(OKIError::Partition),
|_, n_kmers, _| {
total_kmers.fetch_add(n_kmers, Ordering::Relaxed);
pb.inc(1);
},
)?;
All other sites (pack_matrices, dump, select, etc.) follow the same
pattern.
Placement
PartitionRunner lives in obikindex/src/numa.rs alongside NumaSetup.
It depends only on standard library primitives and Rayon — no new dependencies.
A single PartitionRunner instance can be built once per command invocation
and reused across multiple run() calls (e.g. merge runs
merge_partitions then pack_matrices).
Open questions
-
Error handling:
runcurrently returns the first error; remaining errors are dropped. AVec<E>return would give complete diagnostics. -
workers_per_nodetuning: currently(cpus / 8).max(3).min(8), calibrated for merge on BeeGFS. I/O-bound commands (dump,select) may benefit from a higher value. A per-call override could be added to the API. -
on_doneordering: the runner serialises calls toon_donevia an internalArc<Mutex<C>>.Sendis required (the Arc clone crosses thread boundaries);Syncis not (only one thread holds the lock at a time). Contention is negligible because a partition takes seconds while the callback takes microseconds. The callback is therefore simple to write (plainVec::push, plainFnMut) with no measurable performance cost.