Chunk 24.1

This chunk focused on diagnosing and fixing the remaining performance bottlenecks in the pinned memory pool solution. The assistant identified three interrelated issues: a dispatch burst problem where all ~20 syntheses fired at once when the GPU queue dropped below the threshold, causing a thundering herd of `cudaHostAlloc` calls that stalled the GPU; pinned pool thrashing with 474 allocations but only 12 reuses, indicating buffers were not being recycled; and `cudaHostAlloc` serialization blocking GPU activity. The root cause was the poll-based throttle that allowed burst dispatches, preventing buffer reuse and causing memory pressure. The assistant implemented a semaphore-based reactive dispatch mechanism that ensures exactly one synthesis is dispatched per GPU completion, creating natural 1:1 modulation. This replaced the polling approach and was deployed as pinned4. The results were dramatic: `ntt_kernels` H2D transfer time dropped from 1,300–12,000 ms to 0 ms, total per-partition GPU time reduced to ~935 ms (pure compute), pinned pool reuse ratio improved from 12:474 to 48:24, and budget headroom increased to 288 GiB. The semaphore effectively smoothed the pipeline, allowing buffers to be returned and reused before new allocations were needed. The PCE fast path is now active with 15 GiB cached, and the system is running efficiently with near-constant GPU utilization. The key themes are reactive backpressure as a solution to thundering herd problems, the importance of buffer lifecycle management in GPU pipelines, and the compounding effect of fixing dispatch patterns on memory pressure and GPU utilization. The pinned memory pool concept is validated: when allocations are serialized and buffers are reused, GPU utilization remains high and transfer overhead disappears. The remaining work involves ensuring the PCE path uses pinned backing for a/b/c vectors to eliminate the last H2D transfers, but the current state represents a major milestone in GPU utilization optimization.

Taming the Thundering Herd: How Reactive Backpressure Transformed a GPU Proving Pipeline 3430 words

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