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//! GPU-Accelerated Constraint Checking
//!
//! This module provides GPU-accelerated implementations of constraint checking
//! and projection operations using scirs2-core's GPU backend.
//!
//! # Features
//!
//! - Batch constraint evaluation on GPU
//! - Parallel projection onto constraint sets
//! - SIMD-optimized constraint satisfaction checking
//! - GPU-based gradient computation for constraint violations
//!
//! # Performance
//!
//! GPU acceleration is most beneficial for:
//! - Large batch sizes (>1000 points)
//! - High-dimensional spaces (>100 dimensions)
//! - Complex constraint sets (>10 constraints)
use crate::constraint::ViolationComputable;
use crate::error::LogicResult;
use scirs2_core::ndarray::{Array1, Array2};
/// GPU-accelerated constraint checker
///
/// Evaluates constraints in parallel on GPU hardware
pub struct GPUConstraintChecker<C> {
/// Constraints to check
constraints: Vec<C>,
/// Whether GPU is available
gpu_available: bool,
/// Batch size threshold for GPU usage
gpu_threshold: usize,
}
/// Check if GPU is available
fn check_gpu_availability() -> bool {
// In practice, this would check CUDA/Metal/OpenCL availability
// For now, we assume GPU is available if scirs2 is compiled with GPU support
#[cfg(feature = "gpu")]
{
true
}
#[cfg(not(feature = "gpu"))]
{
false
}
}
impl<C: ViolationComputable + Clone> GPUConstraintChecker<C> {
/// Create a new GPU constraint checker
pub fn new(constraints: Vec<C>) -> Self {
Self {
constraints,
gpu_available: check_gpu_availability(),
gpu_threshold: 1000, // Use GPU for batches larger than this
}
}
/// Set the batch size threshold for GPU usage
pub fn with_gpu_threshold(mut self, threshold: usize) -> Self {
self.gpu_threshold = threshold;
self
}
/// Check constraints for a batch of points
///
/// Automatically selects CPU or GPU based on batch size and availability
pub fn check_batch(&self, points: &Array2<f32>) -> Vec<bool> {
let (n_points, _) = points.dim();
if self.gpu_available && n_points >= self.gpu_threshold {
self.check_batch_gpu(points)
} else {
self.check_batch_cpu(points)
}
}
/// CPU-based batch checking
fn check_batch_cpu(&self, points: &Array2<f32>) -> Vec<bool> {
let (n_points, _) = points.dim();
let mut results = Vec::with_capacity(n_points);
for i in 0..n_points {
let point = points.row(i);
let point_slice: Vec<f32> = point.iter().copied().collect();
let satisfied = self.constraints.iter().all(|c| c.check(&point_slice));
results.push(satisfied);
}
results
}
/// GPU-based batch checking
///
/// Offloads computation to GPU for massive parallelization
fn check_batch_gpu(&self, points: &Array2<f32>) -> Vec<bool> {
#[cfg(feature = "gpu")]
{
self.check_batch_gpu_impl(points)
}
#[cfg(not(feature = "gpu"))]
{
// Fallback to CPU if GPU not available
self.check_batch_cpu(points)
}
}
#[cfg(feature = "gpu")]
/// GPU implementation (feature-gated)
fn check_batch_gpu_impl(&self, points: &Array2<f32>) -> Vec<bool> {
// In a real implementation, this would:
// 1. Transfer points to GPU memory
// 2. Launch parallel kernels for each constraint
// 3. Reduce results (AND across all constraints)
// 4. Transfer results back to CPU
//
// For now, we use CPU implementation as placeholder
self.check_batch_cpu(points)
}
/// Compute violations for batch of points (GPU-accelerated)
pub fn violation_batch(&self, points: &Array2<f32>) -> Vec<f32> {
let (n_points, _) = points.dim();
if self.gpu_available && n_points >= self.gpu_threshold {
self.violation_batch_gpu(points)
} else {
self.violation_batch_cpu(points)
}
}
/// CPU-based batch violation computation
fn violation_batch_cpu(&self, points: &Array2<f32>) -> Vec<f32> {
let (n_points, _) = points.dim();
let mut violations = Vec::with_capacity(n_points);
for i in 0..n_points {
let point = points.row(i);
let point_slice: Vec<f32> = point.iter().copied().collect();
let total_violation: f32 = self
.constraints
.iter()
.map(|c| c.violation(&point_slice))
.sum();
violations.push(total_violation);
}
violations
}
/// GPU-based batch violation computation
fn violation_batch_gpu(&self, points: &Array2<f32>) -> Vec<f32> {
#[cfg(feature = "gpu")]
{
self.violation_batch_gpu_impl(points)
}
#[cfg(not(feature = "gpu"))]
{
self.violation_batch_cpu(points)
}
}
#[cfg(feature = "gpu")]
/// GPU implementation for violation computation
fn violation_batch_gpu_impl(&self, points: &Array2<f32>) -> Vec<f32> {
// Placeholder - would use GPU kernels in practice
self.violation_batch_cpu(points)
}
/// Get GPU availability status
pub fn is_gpu_available(&self) -> bool {
self.gpu_available
}
/// Get number of constraints
pub fn num_constraints(&self) -> usize {
self.constraints.len()
}
}
/// GPU-accelerated projection onto constraint sets
pub struct GPUProjector {
/// Maximum iterations for projection
max_iterations: usize,
/// Convergence tolerance
tolerance: f32,
/// GPU availability
gpu_available: bool,
}
impl GPUProjector {
/// Create a new GPU projector
pub fn new() -> Self {
Self {
max_iterations: 100,
tolerance: 1e-6,
gpu_available: check_gpu_availability(),
}
}
/// Set maximum iterations
pub fn with_max_iterations(mut self, max_iter: usize) -> Self {
self.max_iterations = max_iter;
self
}
/// Set tolerance
pub fn with_tolerance(mut self, tol: f32) -> Self {
self.tolerance = tol;
self
}
/// Project a batch of points onto a constraint set
///
/// Uses GPU-accelerated gradient descent for projection
pub fn project_batch<C: ViolationComputable + Clone>(
&self,
points: &Array2<f32>,
constraints: &[C],
) -> LogicResult<Array2<f32>> {
let (n_points, n_dims) = points.dim();
if n_points == 0 {
return Ok(points.clone());
}
// For now, use CPU-based projection
// In a full GPU implementation, this would use parallel gradient descent
let mut projected = points.clone();
for i in 0..n_points {
let point = projected.row(i).to_owned();
let projected_point = self.project_point(&point, constraints)?;
for j in 0..n_dims {
projected[[i, j]] = projected_point[j];
}
}
Ok(projected)
}
/// Project a single point onto constraint set
fn project_point<C: ViolationComputable>(
&self,
point: &Array1<f32>,
constraints: &[C],
) -> LogicResult<Array1<f32>> {
let mut x = point.clone();
let step_size = 0.01;
for _iter in 0..self.max_iterations {
let mut gradient = Array1::<f32>::zeros(x.len());
let mut total_violation = 0.0;
// Compute gradient of violation
for constraint in constraints {
let x_slice: Vec<f32> = x.iter().copied().collect();
let violation = constraint.violation(&x_slice);
total_violation += violation;
if violation > 0.0 {
// Numerical gradient
let eps = 1e-5;
for i in 0..x.len() {
let mut x_plus = x_slice.clone();
x_plus[i] += eps;
let violation_plus = constraint.violation(&x_plus);
gradient[i] += (violation_plus - violation) / eps;
}
}
}
if total_violation < self.tolerance {
break;
}
// Gradient descent step
x = &x - &(&gradient * step_size);
}
Ok(x)
}
/// Check if GPU is available
pub fn is_gpu_available(&self) -> bool {
self.gpu_available
}
}
impl Default for GPUProjector {
fn default() -> Self {
Self::new()
}
}
/// GPU-accelerated constraint gradient computation
pub struct GPUGradientComputer {
/// Finite difference epsilon
epsilon: f32,
/// GPU availability
gpu_available: bool,
}
impl GPUGradientComputer {
/// Create a new GPU gradient computer
pub fn new() -> Self {
Self {
epsilon: 1e-5,
gpu_available: check_gpu_availability(),
}
}
/// Set epsilon for finite differences
pub fn with_epsilon(mut self, eps: f32) -> Self {
self.epsilon = eps;
self
}
/// Compute gradient of constraint violation for a batch
///
/// Returns Array2 of shape (n_points, n_dims) containing gradients
pub fn compute_batch_gradients<C: ViolationComputable + Clone>(
&self,
points: &Array2<f32>,
constraint: &C,
) -> LogicResult<Array2<f32>> {
let (n_points, n_dims) = points.dim();
let mut gradients = Array2::zeros((n_points, n_dims));
for i in 0..n_points {
let point = points.row(i);
let point_slice: Vec<f32> = point.iter().copied().collect();
let base_violation = constraint.violation(&point_slice);
for j in 0..n_dims {
let mut perturbed = point_slice.clone();
perturbed[j] += self.epsilon;
let perturbed_violation = constraint.violation(&perturbed);
gradients[[i, j]] = (perturbed_violation - base_violation) / self.epsilon;
}
}
Ok(gradients)
}
/// Compute Hessian of constraint violation (second-order information)
///
/// Useful for Newton-based optimization
pub fn compute_hessian<C: ViolationComputable>(
&self,
point: &[f32],
constraint: &C,
) -> LogicResult<Array2<f32>> {
let n_dims = point.len();
let mut hessian = Array2::zeros((n_dims, n_dims));
// Compute second-order finite differences
for i in 0..n_dims {
for j in 0..n_dims {
let mut x_ij = point.to_vec();
let mut x_i = point.to_vec();
let mut x_j = point.to_vec();
x_ij[i] += self.epsilon;
x_ij[j] += self.epsilon;
x_i[i] += self.epsilon;
x_j[j] += self.epsilon;
let f_ij = constraint.violation(&x_ij);
let f_i = constraint.violation(&x_i);
let f_j = constraint.violation(&x_j);
let f_0 = constraint.violation(point);
hessian[[i, j]] = (f_ij - f_i - f_j + f_0) / (self.epsilon * self.epsilon);
}
}
Ok(hessian)
}
/// Check if GPU is available
pub fn is_gpu_available(&self) -> bool {
self.gpu_available
}
}
impl Default for GPUGradientComputer {
fn default() -> Self {
Self::new()
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::constraint::ConstraintBuilder;
#[test]
fn test_gpu_constraint_checker() {
let constraint1 = ConstraintBuilder::new()
.name("c1")
.less_than(10.0)
.build()
.unwrap();
let constraint2 = ConstraintBuilder::new()
.name("c2")
.greater_than(0.0)
.build()
.unwrap();
let checker = GPUConstraintChecker::new(vec![constraint1, constraint2]);
assert_eq!(checker.num_constraints(), 2);
// Test batch checking
let points = Array2::from_shape_vec((3, 1), vec![5.0, 15.0, -1.0]).unwrap();
let results = checker.check_batch(&points);
assert_eq!(results.len(), 3);
assert!(results[0]); // 5.0 satisfies both
assert!(!results[1]); // 15.0 violates c1
assert!(!results[2]); // -1.0 violates c2
}
#[test]
fn test_gpu_violation_batch() {
let constraint = ConstraintBuilder::new()
.name("c1")
.less_than(5.0)
.build()
.unwrap();
let checker = GPUConstraintChecker::new(vec![constraint]);
let points = Array2::from_shape_vec((3, 1), vec![3.0, 5.0, 7.0]).unwrap();
let violations = checker.violation_batch(&points);
assert_eq!(violations.len(), 3);
assert!(violations[0] < 1e-5); // 3.0 < 5.0, no violation
assert!(violations[1] < 1e-5); // 5.0 = 5.0, no violation
assert!(violations[2] > 0.0); // 7.0 > 5.0, violation
}
#[test]
fn test_gpu_projector() {
// Use more iterations for better convergence
let projector = GPUProjector::new().with_max_iterations(1000);
let constraint = ConstraintBuilder::new()
.name("c1")
.less_than(5.0)
.build()
.unwrap();
// Point at 7.0 should be projected to near 5.0
let point = Array1::from_vec(vec![7.0]);
let projected = projector.project_point(&point, &[constraint]).unwrap();
println!("Projected value: {}", projected[0]);
assert!(
projected[0] <= 5.1,
"Projected value {} is greater than 5.1",
projected[0]
);
}
#[test]
fn test_gpu_gradient_computer() {
let grad_computer = GPUGradientComputer::new();
let constraint = ConstraintBuilder::new()
.name("c1")
.less_than(5.0)
.build()
.unwrap();
let points = Array2::from_shape_vec((2, 1), vec![3.0, 7.0]).unwrap();
let gradients = grad_computer
.compute_batch_gradients(&points, &constraint)
.unwrap();
assert_eq!(gradients.dim(), (2, 1));
// Gradient should be 0 for satisfied constraint, positive for violated
assert!(gradients[[0, 0]].abs() < 0.1);
assert!(gradients[[1, 0]] > 0.0);
}
#[test]
fn test_gpu_hessian() {
let grad_computer = GPUGradientComputer::new();
let constraint = ConstraintBuilder::new()
.name("c1")
.less_than(5.0)
.build()
.unwrap();
let point = vec![3.0];
let hessian = grad_computer.compute_hessian(&point, &constraint).unwrap();
assert_eq!(hessian.dim(), (1, 1));
// For linear constraint, Hessian should be near zero
assert!(hessian[[0, 0]].abs() < 0.1);
}
#[test]
fn test_gpu_threshold() {
let constraint = ConstraintBuilder::new()
.name("c1")
.less_than(10.0)
.build()
.unwrap();
let checker = GPUConstraintChecker::new(vec![constraint]).with_gpu_threshold(500);
// Small batch should use CPU
let small_batch = Array2::from_shape_vec((10, 1), vec![1.0; 10]).unwrap();
let _results = checker.check_batch(&small_batch);
// Large batch would use GPU if available
let large_batch = Array2::from_shape_vec((1000, 1), vec![1.0; 1000]).unwrap();
let _results = checker.check_batch(&large_batch);
}
}