OpenCL Memory Bandwidth/Coalescing - c++

Summary:
I'm trying to write a memory bound OpenCL program that comes close to the advertised memory bandwidth on my GPU. In reality I'm off by a factor of ~50.
Setup:
I only have a relatively old Polaris Card (RX580), so I can't use CUDA and have to settle on OpenCL for now. I know this is suboptmial, and I can't get any debugging/performance counters to work, but it's all I have.
I'm new to GPU computing and want to get a feel for some of the performance that I can expect
from GPU vs CPU. First thing to work on for me is memory bandwidth.
I wrote a very small OpenCL Kernel, which reads from strided memory locations in a way that I want all workers in the wavefront together to perform continuous memory access over a large memory segment, coalescing the accesses. All that the kernel then does with the loaded data is to sum the values up and write the sum back to another memory location at the very end. The code (which I shamelessly copied together from various sources for the most part) is quite simply
__kernel void ThroughputTestKernel(
__global float* vInMemory,
__global float* vOutMemory,
const int iNrOfIterations,
const int iNrOfWorkers
)
{
const int gtid = get_global_id(0);
__private float fAccumulator = 0.0;
for (int k = 0; k < iNrOfIterations; k++) {
fAccumulator += vInMemory[gtid + k * iNrOfWorkers];
}
vOutMemory[gtid] = fAccumulator;
}
I spawn iNrOfWorkers of these Kernels and measure the time it takes them to finish processing. For my tests I set iNrOfWorkers = 1024 and iNrOfIterations = 64*1024. From the processing time and the iMemorySize = iNrOfWorkers * iNrOfIterations * sizeof(float) I calculate a memory bandwidth of around 5GByte/s.
Expectations:
My problem is that memory accesses seem to be one to two orders of magnitude slower than the 256GByte/s that I was led to believe I have available.
The GCN ISA Manual [1] has me assuming that I have 36 CUs, each of which contains 4 SIMD units, each of which process vectors of 16 elements. Therefore I should have 36416 = 2304 processing elements available.
I spawn less than that amount, i.e. 1024, global work units ("threads"). The threads access memory locations in order, 1024 locations apart, so that in each iteration of the loop, the entire wavefront accesses 1024 consecutive elements. Therefore I believe that the GPU should be able to produce consecutive memory address accesses with no breaks in between.
My guess is that, instead of 1024, it only spawns very few threads, one per CU maybe? That way it would have to re-read the data over and over again. I don't know how I would be able to verify that, though.
[1] http://developer.amd.com/wordpress/media/2013/12/AMD_GCN3_Instruction_Set_Architecture_rev1.1.pdf

A few issues with your approach:
You don't saturate the GPU. To get peak performance, you need to launch much more threads than your GPU has execution units. Much more means >10000000.
Your loop contains index integer computation (for array-of-structures coalesced access). Here this is probably not enough to get you into the compute limit, but it's generally better to unroll the small loop with #pragma unroll; then the compiler does all the index calculation already. You can also bake the constants iNrOfIterations and iNrOfWorkers right into the OpenCL code with #define iNrOfIterations 16 / #define iNrOfWorkers 15728640 via C++ string concatenation or by hardcoding.
There is 4 different memory bandwidths based on your access pattern: coalesced/misaligned reads/writes. Coalesced is much faster than misaligned and the performance penalty for misaligned reads is less than misaligned writes. Only coalesced memory access gets you anywhere near the advertised bandwidth. You measure iNrOfIterations coalesced reads and 1 coalesced write. To measure all four types separately, you can use this:
#define def_N 15728640
#define def_M 16
kernel void benchmark_1(global float* data) {
const uint n = get_global_id(0);
#pragma unroll
for(uint i=0; i<def_M; i++) data[i*def_N+n] = 0.0f; // M coalesced writes
}
kernel void benchmark_2(global float* data) {
const uint n = get_global_id(0);
float x = 0.0f;
#pragma unroll
for(uint i=0; i<def_M; i++) x += data[i*def_N+n]; // M coalesced reads
data[n] = x; // 1 coalesced write (to prevent compiler optimization)
}
kernel void benchmark_3(global float* data) {
const uint n = get_global_id(0);
#pragma unroll
for(uint i=0; i<def_M; i++) data[n*def_M+i] = 0.0f; // M misaligned writes
}
kernel void benchmark_4(global float* data) {
const uint n = get_global_id(0);
float x = 0.0f;
#pragma unroll
for(uint i=0; i<def_M; i++) x += data[n*def_M+i]; // M misaligned reads
data[n] = x; // 1 coalesced write (to prevent compiler optimization)
}
Here the data array has the size N*M and each kernel is executed across the range N. For bandwidth calculation, execute each kernel a few hundred times (better average) and get the average execution times time1, time2, time3 and time4. The bandwidths are then computed like this:
coalesced read bandwidth (GB/s) = 4.0E-9f*M*N/(time2-time1/M)
coalesced write bandwidth (GB/s) = 4.0E-9f*M*N/( time1 )
misaligned read bandwidth (GB/s) = 4.0E-9f*M*N/(time4-time1/M)
misaligned write bandwidth (GB/s) = 4.0E-9f*M*N/(time3 )
For reference, here are a few bandwidth values measured with this benchmark.
Edit: How to measure kernel execution time:
Clock
#include <thread>
class Clock {
private:
typedef chrono::high_resolution_clock clock;
chrono::time_point<clock> t;
public:
Clock() { start(); }
void start() { t = clock::now(); }
double stop() const { return chrono::duration_cast<chrono::duration<double>>(clock::now()-t).count(); }
};
Time measurement of K executions of a kernel
const int K = 128; // execute kernel 128 times and average execution time
NDRange range_local = NDRange(256); // thread block size
NDRange range_global = NDRange(N); // N must be divisible by thread block size
Clock clock;
clock.start();
for(int k=0; k<K; k++) {
queue.enqueueNDRangeKernel(kernel_1, NullRange, range_global, range_local);
queue.finish();
}
const double time1 = clock.stop()/(double)K;

Related

I followed a CUDA tutorial but my GPU computation time is much longer than my CPU time?

I followed the tutorial on this page but my results are terrible. The time taken is as follows:
CPU: 569
GPU: 11160
Here is my code. What is going wrong? I can't see why this code is so slow?
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
#include <chrono>
#include <iostream>
#include <math.h>
#include <stdio.h>
__global__ void addCUDA(int n, float* x, float* y)
{
int index = blockIdx.x * blockDim.x + threadIdx.x;
int stride = blockDim.x * gridDim.x;
for (int i = index; i < n; i += stride)
y[i] = x[i] + y[i];
}
void add(int n, float* x, float* y)
{
for (int i = 0; i < n; i++)
y[i] = x[i] + y[i];
}
int main()
{
int N = 1 << 20;
float* x = new float[N];
float* y = new float[N];
for (int i = 0; i < N; i++) {
x[i] = 1.0f;
y[i] = 2.0f;
}
auto t1 = std::chrono::high_resolution_clock::now();
add(N, x, y);
auto t2 = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1).count();
float maxError = 0.0f;
for (int i = 0; i < N; i++)
maxError = fmax(maxError, fabs(y[i] - 3.0f));
std::cout << "Max error: " << maxError << std::endl;
std::cout << duration << std::endl;
delete[] x;
delete[] y;
float* u,
float* v;
cudaMallocManaged(&u, N * sizeof(float));
cudaMallocManaged(&v, N * sizeof(float));
for (int i = 0; i < N; i++) {
u[i] = 1.0f;
v[i] = 2.0f;
}
int blockSize = 256;
int numBlocks = (N + blockSize - 1) / blockSize;
int device = -1;
cudaGetDevice(&device);
cudaMemPrefetchAsync(u, N * sizeof(float), device, NULL);
cudaMemPrefetchAsync(v, N * sizeof(float), device, NULL);
auto t3 = std::chrono::high_resolution_clock::now();
addCUDA<<<numBlocks, blockSize>>> (N, u, v);
cudaDeviceSynchronize();
auto t4 = std::chrono::high_resolution_clock::now();
duration = std::chrono::duration_cast<std::chrono::microseconds>(t4 - t3).count();
maxError = 0.0f;
for (int i = 0; i < N; i++)
maxError = fmax(maxError, fabs(v[i] - 3.0f));
std::cout << "Max error: " << maxError << std::endl;
std::cout << duration << std::endl;
cudaFree(u);
cudaFree(v);
return 0;
}
For a so trivial operation (+ on each element) it takes way more time to send the buffers from host to gpu and to retrieve the buffer from gpu to host, than performing the actual computation.
Even if the API is very comfortable to make buffer accesses look easy and almost magic, data has to travel through the PCI-express bus...
The transfer is asynchronous here, but the computation has to wait for it to complete before actually starting; asynchronous transfer is interesting only if you have something else to do in the meantime (organise various stages of a complex computation as a pipeline for example).
If you try with another problem that requires much more computation, the buffer transfers will be amortized.
Moreover, two arrays of 1<<20 floats requires only 8MB and can fit in the cache memory of a modern CPU.
Then, after the initialisation of these two arrays, they may be already hot in cache memory and easily accessible for CPU computation.
Because the computation is a perfectly regular loop, a decent optimizing compiler will use SIMD instructions, the CPU won't mispredict branches and will perfectly prefetch the data in the various cache levels; all of this greatly increases CPU efficiency for this kind of computation.
It's not so easy to outperform a modern CPU with a GPU.
It really depends on the size and the complexity of the problem (an on the specific properties of these two pieces of hardware of course).
EDIT
As discussed in the comments, the timing method used in the cited article and the one shown in the question are very different.
In the article, nvprof uses internal counters in the GPU to measure the time spent actively computing the addCUDA() (add() in the article) function, without considering either the time it takes to obtain the two source buffers from host and to send back the resulting buffer to host.
Of course, it's fast! Because on much modern hardware (CPU or GPU) most of the time is spent accessing/transferring data rather than computing. If we measured the time spent in our CPU to perform additions only, ignoring the time spent fetching/writing data from/to cache/memory, it would not be very long either!
(Note that the CPU code in the article is not even compiled with optimisation turned on; do such timings have any meaning?)
In the code shown in the question, the timing method is quite different but much more relevant in my opinion.
The two calls to std::chrono::high_resolution_clock::now() actually consider the time spent doing all the work: sending the two source buffers, computing on them and fetching the resulting buffer.
It's the only duration that matters after all!
This way, it is fair to compare this duration to the one we obtain (with a similar method) when timing the CPU.
The fact that cudaMemPrefetchAsync() is used can be misleading because we could think that the transfer of the source buffers is excluded from the timings: it is not, and that's why we find the result disappointing compared to the article.
We launch the timer right after these two calls in order to measure the time spent in the computation, but the computation has to wait for these transfers to complete before actually starting (I would even have started the timer before these two calls).
Moreover, the call to cudaDeviceSynchronize() before stopping the timer waits for the transfer of the resulting buffer to complete in order to actually make the result available to the host.
If we used cudaDeviceSynchronize() before starting the timer, we could have excluded the two initial transfers from the timing, but what's the point of such a timing?
In conclusion, I think the timing method you used in your question is much better than the one promoted in the article since you can really compare the benefit you obtain (or not!) from one technology over the other.
For information, on my computers, with full optimisation turned on, your code gives these results:
CPU: 809 Intel(R) Xeon(R) CPU E5-2697 v2 # 2.70GHz]
GPU: 1160 NVIDIA Corporation GM200 [GeForce GTX TITAN X] (rev a1)
CPU: 157 Intel(R) Core(TM) i7-10875H CPU # 2.30GHz
GPU: 1158 NVIDIA Corporation TU104GLM [Quadro RTX 4000 Mobile / Max-Q] (rev a1)

Measuring OpenCL kernel's memory throughput

I read about global memory optimization in OpenCL. In one of the slide-shows, a very simple kernel (below) has been used to demonstrate the importance of memory coalescing.
__kernel void measure(__global float* idata, __global float* odata, int offset) {
int xid = get_global_id(0) + offset;
odata[xid] = idata[xid];
}
Please see my code below which measures the running time of the kernel
ret = clFinish(command_queue);
size_t local_item_size = MAX_THREADS;
size_t global_item_size = INPUTSIZE;
struct timeval t0,t1;
gettimeofday(&t0, 0 );
//ret = clFinish(command_queue);
ret = clEnqueueNDRangeKernel(command_queue, measure, 1, NULL,
&global_item_size, &local_item_size, 0, NULL, NULL);
ret = clFlush(command_queue);
ret = clFinish(command_queue);
gettimeofday(&t1,0);
double elapsed = (t1.tv_sec-t0.tv_sec)*1000000 + (t1.tv_usec-t0.tv_usec);
printf("time taken = %lf microseconds\n", elapsed);
I transfer around 0.5 GB of data:
#define INPUTSIZE 1024 * 1024 * 128
int main (int argc, char *argv[])
{
int offset = atoi(argv[1]);
float* input = (float*) malloc(sizeof(float) * INPUTSIZE);
Now, the results are a bit random. With offset =0, I get times as low as 21 usecs. With offset = 1, I get times ranging between 53 usecs to 24400 usecs.
Can someone please tell me what is going on. I thought that offset=0 will be the fastest, because all the threads will access consecutive locations, hence the minimum number of memory transactions will take place.
Bandwidth is a measure of how fast data can be transferred, and is typically measured in bytes/second in these situations (usually GB/s for GPU memory bandwidth).
To compute the bandwidth of a compute kernel, you just need to know how much data the kernel reads/writes from/to memory, and then divide that by the time your kernel took to execute.
Your example kernel has each work-item (or CUDA thread) read a single float, and write a single float. If you launch this kernel to copy 2^10 floats, then you will be reading 2^10 * sizeof(float) bytes, and writing the same amount (so 8MB in total). If this kernel takes 1ms to execute, then you have achieved bandwidth of 8MB / 0.001s = 8GB/s.
Your new code snippet that shows your kernel timing approach indicates that you are only timing the kernel enqueue, not the amount of time it actually takes to run the kernel. This is why you are getting very low kernel timings (0.5GB / 0.007ms ~= 71TB/s!). You should add calls to clFinish() to obtain proper timing. I typically also take timings over several runs, to allow the device to warm-up, which usually gives more consistent timing:
// Warm-up run (not timed)
clEnqueueNDRangeKernel(command_queue, ...);
clFinish(command_queue);
// start timing
start = ...
for (int i = 0; i < NUM_RUNS; i++)
{
clEnqueueNDRangeKernel(command_queue, ...);
}
clFinish(command_queue);
// stop timing
end = ...
// Compute time taken, bandwidth etc
average_time = (end-start)/NUM_RUNS;
...
Question from comment:
Why does offset=0 perform better than offset=1,4 or 6?
On NVIDIA GPUs, work-items are grouped into 'warps' of size 32, which execute in lockstep (other devices have similar approaches, just with a different sizes). Memory transactions are aligned to multiples of the cacheline size (e.g. 64 bytes, 128 bytes etc). Consider what happens when each work-item in a warp attempts to read a single 4-byte value (assuming they are contiguous, as per your example), with a cacheline size of 64 bytes.
This warp is reading a total of 128 bytes of data. If the start of this 128-byte chunk is aligned to a 64-byte boundary (i.e. if offset=0), then this can serviced in two 64-byte transactions. However, if this chunk is not aligned to the a 64-byte boundary (offset=1,4,6,etc), then this will require three memory transactions to fetch all of the data. This is where your performance difference comes from.
If you set the offset to be a multiple of the cacheline size (e.g. 64), then you will likely get performance equivalent to offset=0.

It's slower to calculate integral image using CUDA than CPU code

I am implementing the integral image calculation module using CUDA to improve performance.
But its speed slower than the CPU module.
Please let me know what i did wrong.
cuda kernels and host code follow.
And also, another problem is...
In the kernel SumH, using texture memory is slower than global one, imageTexture was defined as below.
texture<unsigned char, 1> imageTexture;
cudaBindTexture(0, imageTexture, pbImage);
// kernels to scan the image horizontally and vertically.
__global__ void SumH(unsigned char* pbImage, int* pnIntImage, __int64* pn64SqrIntImage, float rVSpan, int nWidth)
{
int nStartY, nEndY, nIdx;
if (!threadIdx.x)
{
nStartY = 1;
}
else
nStartY = (int)(threadIdx.x * rVSpan);
nEndY = (int)((threadIdx.x + 1) * rVSpan);
for (int i = nStartY; i < nEndY; i ++)
{
for (int j = 1; j < nWidth; j ++)
{
nIdx = i * nWidth + j;
pnIntImage[nIdx] = pnIntImage[nIdx - 1] + pbImage[nIdx - nWidth - i];
pn64SqrIntImage[nIdx] = pn64SqrIntImage[nIdx - 1] + pbImage[nIdx - nWidth - i] * pbImage[nIdx - nWidth - i];
//pnIntImage[nIdx] = pnIntImage[nIdx - 1] + tex1Dfetch(imageTexture, nIdx - nWidth - i);
//pn64SqrIntImage[nIdx] = pn64SqrIntImage[nIdx - 1] + tex1Dfetch(imageTexture, nIdx - nWidth - i) * tex1Dfetch(imageTexture, nIdx - nWidth - i);
}
}
}
__global__ void SumV(unsigned char* pbImage, int* pnIntImage, __int64* pn64SqrIntImage, float rHSpan, int nHeight, int nWidth)
{
int nStartX, nEndX, nIdx;
if (!threadIdx.x)
{
nStartX = 1;
}
else
nStartX = (int)(threadIdx.x * rHSpan);
nEndX = (int)((threadIdx.x + 1) * rHSpan);
for (int i = 1; i < nHeight; i ++)
{
for (int j = nStartX; j < nEndX; j ++)
{
nIdx = i * nWidth + j;
pnIntImage[nIdx] = pnIntImage[nIdx - nWidth] + pnIntImage[nIdx];
pn64SqrIntImage[nIdx] = pn64SqrIntImage[nIdx - nWidth] + pn64SqrIntImage[nIdx];
}
}
}
// host code
int nW = image_width;
int nH = image_height;
unsigned char* pbImage;
int* pnIntImage;
__int64* pn64SqrIntImage;
cudaMallocManaged(&pbImage, nH * nW);
// assign image gray values to pbimage
cudaMallocManaged(&pnIntImage, sizeof(int) * (nH + 1) * (nW + 1));
cudaMallocManaged(&pn64SqrIntImage, sizeof(__int64) * (nH + 1) * (nW + 1));
float rHSpan, rVSpan;
int nHThreadNum, nVThreadNum;
if (nW + 1 <= 1024)
{
rHSpan = 1;
nVThreadNum = nW + 1;
}
else
{
rHSpan = (float)(nW + 1) / 1024;
nVThreadNum = 1024;
}
if (nH + 1 <= 1024)
{
rVSpan = 1;
nHThreadNum = nH + 1;
}
else
{
rVSpan = (float)(nH + 1) / 1024;
nHThreadNum = 1024;
}
SumH<<<1, nHThreadNum>>>(pbImage, pnIntImage, pn64SqrIntImage, rVSpan, nW + 1);
cudaDeviceSynchronize();
SumV<<<1, nVThreadNum>>>(pbImage, pnIntImage, pn64SqrIntImage, rHSpan, nH + 1, nW + 1);
cudaDeviceSynchronize();
Regarding the code that is currently in the question. There are two things I'd like to mention: launch parameters and timing methodology.
1) Launch parameters
When you launch a kernel there are two main arguments that specify the amount of threads you are launching. These are between the <<< and >>> sections, and are the number of blocks in the grid, and the number of threads per block as follows:
foo <<< numBlocks, numThreadsPerBlock >>> (args);
For a single kernel to be efficient on a current GPU you can use the rule of thumb that numBlocks * numThreadsPerBlock should be at least 10,000. Ie. 10,000 pieces of work. This is a rule of thumb, so you may get good results with only 5,000 threads (it varies with GPU: cheaper GPUs can get away with fewer threads), but this is the order of magnitude you need to be looking at as a minimum. You are running 1024 threads. This is almost certainly not enough (Hint: the loops inside your kernel look like scan primatives, these can be done in parallel).
Further to this there are a few other things to consider.
The number of blocks should be large in comparison to the number of SMs on your GPU. A Kepler K40 has 15 SMs, and to avoid a signficant tail effect you'd probably want at least ~100 blocks on this GPU. Other GPUs have fewer SMs, but you haven't specified which you have, so I can't be more specific.
The number of threads per block should not be too small. You can only have so many blocks on each SM, so if your blocks are too small you will use the GPU suboptimally. Furthermore, on newer GPUs up to four warps can receive instructions on a SM simultaneously, and as such is it often a good idea to have block sizes as multiples of 128.
2) Timing
I'm not going to go into so much depth here, but make sure your timing is sane. GPU code tends to have a one-time initialisation delay. If this is within your timing, you will see erroneously large runtimes for codes designed to represent a much larger code. Similarly, data transfer between the CPU and GPU takes time. In a real application you may only do this once for thousands of kernel calls, but in a test application you may do it once per kernel launch.
If you want to get accurate timings you must make your example more representitive of the final code, or you must be sure that you are only timing the regions that will be repeated.
The only way to be sure is to profile the code, but in this case we can probably make a reasonable guess.
You're basically just doing a single scan through some data, and doing extremely minimal processing on each item.
Given how little processing you're doing on each item, the bottleneck when you process the data with the CPU is probably just reading the data from memory.
When you do the processing on the GPU, the data still needs to be read from memory and copied into the GPU's memory. That means we still have to read all the data from main memory, just like if the CPU did the processing. Worse, it all has to be written to the GPU's memory, causing a further slowdown. By the time the GPU even gets to start doing real processing, you've already used up more time than it would have taken the CPU to finish the job.
For Cuda to make sense, you generally need to be doing a lot more processing on each individual data item. In this case, the CPU is probably already nearly idle most of the time, waiting for data from memory. In such a case, the GPU is unlikely to be of much help unless the input data was already in the GPU's memory so the GPU could do the processing without any extra copying.
When working with CUDA there are a few things you should keep in mind.
Copying from host memory to device memory is 'slow' - when you copy some data from the host to the device you should do as much calculations as possible (do all the work) before you copy it back to the host.
On the device there are 3 types of memory - global, shared, local. You can rank them in speed like global < shared < local (local = fastest).
Reading from consecutive memory blocks is faster than random access. When working with array of structures you would like to transpose it to a structure of arrays.
You can always consult the CUDA Visual Profiler to show you the bottleneck of your program.
the above mentioned GTX750 has 512 CUDA cores (these are the same as the shader units, just driven in a /different/ mode).
http://www.nvidia.de/object/geforce-gtx-750-de.html#pdpContent=2
the duty of creating integral images is only partially able to be parallel'ized as any result value in the results array depends on a bigger bunch of it's predecessors. further it is only a tiny math portion per memory transfer so the ALU powers and thus the unavoidable memory transfers might be the bottle neck. such an accelerator might provide some speed up, but not a thrilling speed up because of the duty itself does not allow it.
if you would compute multiple variations of integral images on the same input data you would be able to see the "thrill" much more likely due to much higher parallelism options and a higher amount of math ops. but that would be a different duty then.
as a wild guess from google search - others have already fiddled with those item: https://www.google.de/url?sa=t&rct=j&q=&esrc=s&source=web&cd=11&cad=rja&uact=8&ved=0CD8QFjAKahUKEwjjnoabw8bIAhXFvhQKHbUpA1Y&url=http%3A%2F%2Fdspace.mit.edu%2Fopenaccess-disseminate%2F1721.1%2F71883&usg=AFQjCNHBbOEB_OHAzLZI9__lXO_7FPqdqA

Mathematica/CUDA reduce execution time

I'm writing a simple monte carlo simulation for particle transport. My approach is writing a kernel for CUDA and execute it as a Mathematica function.
Kernel:
#include "curand_kernel.h"
#include "math.h"
extern "C" __global__ void monteCarlo(Real_t *transmission, mint seed, mint pathN) {
curandState rngState;
int index = threadIdx.x + blockIdx.x*blockDim.x;
curand_init(seed, index, 0, &rngState);
if (index < pathN) {
//-------------start one packet run----------------------
float packetWeight = 1.0;
int m = 0;
while(packetWeight > 0.0){
//MONTE CARLO CODE
// Test: still in the sample?
if(z_coordinate > sampleThickness){
packetWeight = 0;
z_coordinate = sampleThickness;
transmission[index]=1;
}
}
}
//-------------end one packet run------------------------
}
}
Mathematica code:
Needs["CUDALink`"];
cudaBM = CUDAFunctionLoad[code,
"monteCarlo", {{_Real, "Output"}, _Integer, _Integer}, 256,
"UnmangleCode" -> False];
pathN = 100000;
result = 0; (*count for transmitted particles*)
For[j = 0, j < 10, j++,
buffer = CUDAMemoryAllocate["Float", 100000];
cudaBM[buffer, 1490, pathN];
resultOneRun = Total[CUDAMemoryGet[buffer]];
result = result + resultOneRun;
];
Everything seems to work so far, but the speed improvement compared to the pure C code without CUDA is neglible. I have two problems:
the curand_init() function is executed by all threads at the beginning of every sumulation step -> can I call this function once for all threads?
the kernel returns to Mathematica a very large array of reals (100 000). I know, that the bottleneck of CUDA is the channel bandwidth between GPU and CPU. I need only the sum of all elements of the list, so it would be more efficient to calculate the sum of the list elements in the GPU and send only one real number to the CPU.
1) If you need to execute curand_init() once for all threads, can you just do that in the CPU and pass that as an argument to CUDA?
2) How about a "device float sumTotal" function which sums and returns your values? Have you copied as much *transmission data into a shared memory buffer?
As per CURAND docs,
"Calls to curand_init() are slower than calls to curand() or curand_uniform(). Large offsets to curand_init() take more time than smaller offsets. It is much faster to save and restore random generator state than to recalculate the starting state repeatedly."
http://docs.nvidia.com/cuda/curand/index.html#topic_1_3_4
Also please look into this thread for more details
CUDA program causes nvidia driver to crash

CUDA - no blocks, just threads for undefined dimensions

I have some matrices with unknown sizes varying from 10-20.000 in both directions.
I designed a CUDA kernel with (x;y) blocks and (x;y) threads.
Since matrices width/height aren't multiple of my dimensions, it was a terrible pain to get things work and the code is becoming more and more complicated to get coalescence memory reads.
Besides all of that, the kernel is growing in size using more and more registers to check for correctness... so I think this is not the way I should adopt.
My question is: what if I totally eliminate blocks and just create a grid of x;y threads? Will a SM unit have problems without many blocks?
Can I eliminate blocks and use a large amount of threads or is the block subdivision necessary?
You can't really just make a "grid of threads", since you have to organize threads into blocks and you can have a maximum of 512 threads per block. However, you could effectively do this by using 1 thread per block, which will result in a X by Y grid of 1x1 blocks. However, this will result in pretty terrible performance due to several factors:
According to the CUDA Programming Guide, a SM can handle a maximum of 8 blocks at any time. This will limit you to 8 threads per SM, which isn't enough to fill even a single warp. If you have, say, 48 CUDA cores, you will only be able to handle 384 threads at any given time.
With only 8 threads available on a SM, there will be too few warps to hide memory latencies. The GPU will spend most of its time waiting for memory accesses to complete, rather than doing any computations.
You will be unable to coalesce memory reads and writes, resulting in poor memory bandwidth usage.
You will be effectively unable to leverage shared memory, as this is a shared resource between threads in a block.
While having to ensure correctness for threads in a block is annoying, your performance will be vastly better than your "grid of threads" idea.
Here's the code i use to divide a given task requiring num_threads into block and grid. Yes, you might end up launching to many blocks (but only very few) and you will probably end up having more actual threads than required, but it's easy and efficient this way. See the second code example below for my simple in-kernel boundary check.
PS: I always have block_size == 128 because it has been a good tradeoff between multicore occupancy, register usage, shared memory requirements and coalescent access for all of my kernels.
Code to calculate a good grid size (host):
#define GRID_SIZE 65535
//calculate grid size (store result in grid/block)
void kernelUtilCalcGridSize(unsigned int num_threads, unsigned int block_size, dim3* grid, dim3* block) {
//block
block->x = block_size;
block->y = 1;
block->z = 1;
//number of blocks
unsigned int num_blocks = kernelUtilCeilDiv(num_threads, block_size);
unsigned int total_threads = num_blocks * block_size;
assert(total_threads >= num_threads);
//calculate grid size
unsigned int gy = kernelUtilCeilDiv(num_blocks, GRID_SIZE);
unsigned int gx = kernelUtilCeilDiv(num_blocks, gy);
unsigned int total_blocks = gx * gy;
assert(total_blocks >= num_blocks);
//grid
grid->x = gx;
grid->y = gy;
grid->z = 1;
}
//ceil division (rounding up)
unsigned int kernelUtilCeilDiv(unsigned int numerator, unsigned int denominator) {
return (numerator + denominator - 1) / denominator;
}
Code to calculate the unique thread id and check boundaries (device):
//some kernel
__global__ void kernelFoo(unsigned int num_threads, ...) {
//calculate unique id
const unsigned int thread_id = threadIdx.x;
const unsigned int block_id = blockIdx.x + blockIdx.y * gridDim.x;
const unsigned int unique_id = thread_id + block_id * blockDim.x;
//check range
if (unique_id >= num_threads) return;
//do the actual work
...
}
I don't think that's a lot of effort/registers/lines-of-code to check for correctness.