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performanceType: Runtime and / or memory behaviorType: Runtime and / or memory behavior
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GPUs have limited global memory (compared to current host systems, which can also be extended with swap) and it's best to avoid dynamic memory allocations while executing a region. For that reason, we allocate buffers of a fixed capacity upfront and reuse them as much as possible during simulation. This can lead to the situation that there isn't enough space to produce a secondary particle. The current approach is to terminate the simulation in such cases (see #64), but it would be better to handle this more gracefully.
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performanceType: Runtime and / or memory behaviorType: Runtime and / or memory behavior