p2rng
(P
arallel P
seudo R
andom N
umber G
enerator) is a modern header-only C++
library for parallel algorithmic (pseudo) random number generation supporting
OpenMP
, CUDA
, ROCm
and
oneAPI
.
p2rng
provides alternatives to STL generate()
family of algorithms that exclusively designed for parallel random number generation on CPUs and GPUs. Unlike C++17 parallel version of std::generate()
and std::generate_n()
that cannot be readily used for random number generation, p2rng::generate()
and p2rng::generate_n()
can do it hassle-free with almost the
same interface.
One important feature of generate()
algorithms provided by p2rng
is that they play fair: using the same seed and distribution, you can get the same sequence of random numbers on all supported platforms regardless of the number of parallel threads. CUDA, ROCm and oneAPI provide their own parallel random number libraries: cuRAND, rocRAND and oneMKL. Aside from the fact that their interface is not compatible with STL, it's almost impossible to get the the same sequence of random numbers using them.
- Multiplatform
- Linux
- macOS
- Windows 10/11
- Support four target APIs
- Provide parallel versions of STL’s
std::generate()
andstd::generate_n()
algorithms with the same interface - Play fair on all supported platforms
- Included engines:
- Include all 32 distributions provided by TRNG library
- Support
CMake
for building and auto configuration - Include unit tests using
Catch2
- Include benchmarks using
Google Benchmark
You need:
- C++ compiler supporting the C++17 standard (e.g.
gcc
9.3) CMake
version 3.21 or higher.
And the following optional third-party libraries:
- Catch2 v3.1 or higher for unit testing
- Google Benchmark for benchmarks
The CMake
script configured in a way that if it cannot find the optional third-party libraries it tries to fetch and build them automatically. So, there is no need to do anything if they are missing but you need an internet connection for that to work.
On the Alliance clusters, you can activate the above environment by the following module command:
module load cmake googlebenchmark catch2
Once you have all the requirements you can build and install it using the following commands:
git clone https://github.com/arminms/p2rng.git
cd p2rng
cmake -S . -B build
cmake --build build -j
sudo cmake --install build
cd build
ctest
cd build
perf/benchmarks --benchmark_counters_tabular=true
Ideally you should be using p2rng
through its CMake integration. CMake
build
of p2rng
exports four (namespaced) targets:
p2rng::cuda
p2rng::oneapi
p2rng::openmp
p2rng::rocm
Linking against them adds the proper include paths and links your target with
proper libraries depending on the API. This means that if p2rng
has been installed on the system, it should be enough to do:
find_package(p2rng CONFIG COMPONENTS openmp cuda)
# link test.cpp with p2rng using OpenMP API
add_executable(test_openmp test.cpp)
target_link_libraries(test_openmp PRIVATE p2rng::openmp)
# link test.cu with p2rng using CUDA API
add_executable(test_cuda test.cu)
target_link_libraries(test_cuda PRIVATE p2rng::cuda)
Another possibility is to check if p2rng
is installed and if not use
FetchContent:
# include the module
include(FetchContent)
# first check if p2rng is already installed
find_package(p2rng CONFIG COMPONENTS oneapi)
# if not, try to fetch and make it available
if(NOT p2rng_FOUND)
message(STATUS "Fetching p2rng library...")
FetchContent_Declare(
p2rng
GIT_REPOSITORY https://github.com/arminms/p2rng.git
GIT_TAG main
)
# setting required p2rng components
set(P2RNG_COMPONENTS oneapi CACHE STRING "Required components")
FetchContent_MakeAvailable(p2rng)
endif()
# link test.cpp with p2rng using oneapi as API
add_executable(test_oneapi test.cpp)
target_link_libraries(test_oneapi PRIVATE p2rng::oneapi)
You can find a complete example of the above approach in the example
folder along with build instructions.
There is a recorded video about p2rng
on SHARCNET YouTube Channel:
You can find PDF of the slides in the doc folder. All the codes shown in the above video are also included in the doc/codes folder along with a CMake script to build them.