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project_6_89d52222/cccl_upstream/cub/cub/grid/grid_mapping.cuh
EngineX CI 56fd68e7dd [INFRA] Import NVIDIA/CCCL upstream as optimization reference library
CCCL (CUDA C++ Core Libraries) provides:
- CUB: device/block/warp-level GPU primitives (reduce, scan, sort, topk)
- Thrust: high-level parallel algorithms (transform_reduce, sort, scan)
- libcudacxx: CUDA C++ standard library (atomics, barriers, memory)
- cudax: experimental features (memory resources, allocators)
- Tuning policies: per-SM hardware-specific algorithm parameters

Competition optimization vectors mapped to CCCL:
- Output TPS (83% weight): warp_reduce, block_reduce, device_topk
- Input TPS (14% weight): device_scan, block_load, prefetch
- Cache TPS (3% weight): prefix caching strategy patterns
- Memory (0.9 util): pooled/cached/buddy allocators

Source: https://github.com/NVIDIA/cccl (shallow clone, HEAD only)
License: Apache-2.0
2026-07-30 09:35:51 +00:00

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// SPDX-FileCopyrightText: Copyright (c) 2011, Duane Merrill. All rights reserved.
// SPDX-FileCopyrightText: Copyright (c) 2011-2018, NVIDIA CORPORATION. All rights reserved.
// SPDX-License-Identifier: BSD-3
/**
* \file
* cub::GridMappingStrategy enumerates alternative strategies for mapping constant-sized tiles of device-wide data onto
* a grid of CUDA thread blocks.
*/
#pragma once
#include <cub/config.cuh>
#if defined(_CCCL_IMPLICIT_SYSTEM_HEADER_GCC)
# pragma GCC system_header
#elif defined(_CCCL_IMPLICIT_SYSTEM_HEADER_CLANG)
# pragma clang system_header
#elif defined(_CCCL_IMPLICIT_SYSTEM_HEADER_MSVC)
# pragma system_header
#endif // no system header
CUB_NAMESPACE_BEGIN
/******************************************************************************
* Mapping policies
*****************************************************************************/
/**
* \brief cub::GridMappingStrategy enumerates alternative strategies for mapping constant-sized tiles of device-wide
* data onto a grid of CUDA thread blocks.
*/
enum GridMappingStrategy
{
/**
* \brief An a "raking" access pattern in which each thread block is
* assigned a consecutive sequence of input tiles
*
* \par Overview
* The input is evenly partitioned into \p p segments, where \p p is
* constant and corresponds loosely to the number of thread blocks that may
* actively reside on the target device. Each segment is comprised of
* consecutive tiles, where a tile is a small, constant-sized unit of input
* to be processed to completion before the thread block terminates or
* obtains more work. The kernel invokes \p p thread blocks, each
* of which iteratively consumes a segment of <em>n</em>/<em>p</em> elements
* in tile-size increments.
*/
GRID_MAPPING_RAKE,
/**
* \brief An a "strip mining" access pattern in which the input tiles assigned
* to each thread block are separated by a stride equal to the the extent of
* the grid.
*
* \par Overview
* The input is evenly partitioned into \p p sets, where \p p is
* constant and corresponds loosely to the number of thread blocks that may
* actively reside on the target device. Each set is comprised of
* data tiles separated by stride \p tiles, where a tile is a small,
* constant-sized unit of input to be processed to completion before the
* thread block terminates or obtains more work. The kernel invokes \p p
* thread blocks, each of which iteratively consumes a segment of
* <em>n</em>/<em>p</em> elements in tile-size increments.
*/
GRID_MAPPING_STRIP_MINE,
/**
* \brief A dynamic "queue-based" strategy for assigning input tiles to thread blocks.
*
* \par Overview
* The input is treated as a queue to be dynamically consumed by a grid of
* thread blocks. Work is atomically dequeued in tiles, where a tile is a
* unit of input to be processed to completion before the thread block
* terminates or obtains more work. The grid size \p p is constant,
* loosely corresponding to the number of thread blocks that may actively
* reside on the target device.
*/
GRID_MAPPING_DYNAMIC,
};
CUB_NAMESPACE_END