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Add MPSMatrixRandom
#321
Add MPSMatrixRandom
#321
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The quality of random numbers produced by GPUArrays' RNG is probably lower though, so I would consider just using the one from MPS. |
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A few comments.
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So you're just reinterpreting Float32-generated random numbers as integers? That doesn't seem valid. Naively I would try to map the generated [0, 1) numbers to the integer's range, but that may still result in a biased output. I'm no RNG expert, but you could try it out and comparing a histogram to
What is the problem? Doesn't it have a way to seed the generator (e.g. https://developer.apple.com/documentation/metalperformanceshaders/mpsmatrixrandomphilox/3242872-initwithdevice?language=objc)?
I would just fall back to the GPUArrays RNG in those cases. CUDA.jl similarly tries to CURAND when possible, and falls back to the native generator in other cases. |
The default rng generator generates random UInt32 values so it's reinterpreting those as whatever Integer value was determined. Just took a look at histograms for all Integer datatypes and they all seem to be equivalent to the CPU versions. They also seem to be much better than the GPUArrays.
I'm not sure how to tie it in with I've marked this as a draft because the seeding test is currently marked as broken and I don't want to forget to fix it. |
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That's not surprising :-) FYI, if you really want to make sure the RNG is good, you can use https://github.com/JuliaRandom/RNGTest.jl. CUDA.jl's native RNG passes those, but it took a while to get there. |
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This is now ready for final review. |
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Added some API functions that I missed. I won't squash anymore until it's been reviewed to make things less confusing. |
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Looking good!
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test/random.jl
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@@ -11,6 +11,7 @@ const OOPLACE_TUPLES = [[(Metal.rand, rand, T) for T in RAND_TYPES]; | |||
@testset "random" begin | |||
# in-place | |||
@testset "in-place" begin | |||
Metal.seed!(123) |
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Why does the global RNG need seeding if you're using an explicit RNG object below?
See #329 |
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…izes that are not divisible by 4
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Sorry, hadn't seen the request for review.
test/random.jl
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# Seed the default generators to work around value of 0 being | ||
# randomly generated in the size 1 Int8 Array test in 1.11 | ||
Metal.seed!(123) |
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This is still too fishy for me. Do we have an issue open about it? Removing the seeding doesn't make the tests fail here...
Interesting failure; seems unrelated to this PR though. I've restarted the job. EDIT: that's weird; the EDIT 2: I think JuliaGPU/GPUCompiler.jl#623 will fix this. |
Once the unrelated failure is resolved, this should be ready to merge. The only thing left is that at the moment the docs mention that this is available starting with Metal 2.0, which I wrote when I thought #392 would cause a major version bump, but this doesn't have any breaking changes so it should probably be 1.4 instead. |
Great stuff, thanks for keeping at it! We should include this in a blog post when releasing the next version of Metal.jl; I'll ping you when I get to that. |
Thanks for taking the time to review this over and over! |
Adds https://developer.apple.com/documentation/metalperformanceshaders/mpsmatrixrandom?language=objc and the other "MPSMatrixRandom" classes.