Why is thrust sort so slow? [duplicate] - c++

I am doing some tests and I realized that using the -G parameter when compiling is giving me a bad performance than without it.
I have checked the documentation in Nvidia:
--device-debug (-G)
Generate debug information for device code.
But it is not helping me to know the reason why is giving me such bad performance.
Where is it generating this debug information and when? and what could be the cause of this bad performance?

Using the -G switch disables most compiler optimizations that nvcc might do in device code. The resulting code will often run slower than code that is not compiled with -G, for this reason.
This is pretty easy to see by running your executable in each case through cuobjdump -sass myexecutable and looking at the generated device code. You'll see generally less device code in the non -G case, and you can see the differences in specific optimizations as well.
One of the reasons for this is that highly optimized device code may eliminate actual lines of source code and actual source code variables. This can make it very difficult to debug code. Therefore to enable debugging, most optimizations are disabled with -G.
Also note that with Thrust, using the -G switch may result in unpredictable behavior. Newer versions of thrust should behave better, but there may still be unexpected issues when compiling thrust code with -G.

Related

Are there any downsides to compiling with -g flag?

GDB documentation tells me that in order to compile for debugging, I need to ask my compiler to generate debugging symbols. This is done by specifying a '-g' flag.
Furthermore, GDB doc recommends I'd always compile with a '-g' flag. This sounds good, and I'd like to do that.
But first, I'd like to find out about downsides. Are there any penalties involved with compiling-for-debugging in production code?
I am mostly interested in:
GCC as the compiler of choice
Red hat Linux as target OS
C and C++ languages
(Although information about other environments is welcome as well)
Many thanks!
If you use -g (which on recent GCC or Clang can be used with optimization flags like -O2):
compilation time is slower (and linking will use a lot more memory)
the executable is a bigger file (see elf(5) and use readelf(1)...)
the executable carries a lot of information about your source code.
you can use GDB easily
some interesting libraries, like Ian Taylor's libbacktrace, requires DWARF information (e.g. -g)
If you don't use -g it would be harder to use the GDB debugger (but possible).
So if you transmit the binary executable to a partner that should not understand how your source code was written, you need to avoid -g
See also the strip(1) and strace(1) commands.
Notice that using the -g flag for debugging information is also valid for Ocaml, Rust
PS. Recent GCC (e.g. GCC 10 or GCC 11 in 2021) accept many debugger flags. With -g3 your executable carries more debug information (e.g. description of C++ macros and their expansion) that with -g or -g1. Of course, compilation time increases, and executable size also. In principle, your GCC plugin (perhaps Bismon in 2021, or those inside the source code of the Linux kernel) could add even more debug information. In practice, you won't do that unless you can improve your debugger. However, a GCC plugin (or some #pragmas) can remove some debug information (e.g. remove debug information for a selected set of functions).
Generally, adding debug information increases the size of the binary files (or creates extra files for the debug information). That's nowadays usually not a problem, unless you're distributing it over slow networks. And of course this debug information may help others in analyzing your code, if they want to do that. Typically, the -g flag is used together with -O0 (the default), which disables compiler optimization and generates code that is as close as possible to the source, so that debugging is easier. While you can use debug information together with optimizations enabled, this is really tricky, because variables may not exist, or the sequence of instructions may be different than in the source. This is generally only done if an error needs to be analyzed that only happens after the optimizations are enabled. Of course, the downside of -O0 is poorer performance.
So as a conclusion: Typically one uses -g -O0 during development, and for distribution or production code just -O3.

Turn off C++ optimizations for certain segments of code g++

Sorry if this is a really stupid question.
I am trying to track down a bug in some C++. The code works in debug mode, but when I apply optimizations with -03 in the makefile it gives incorrect results.
Is it possible to turn off the optimizations for certain functions in the source so that I can locate which routine it is that is broken?
I'm using g++ with -std=c++11

Nonsense results from gprof

I've been trying to profile some C++ with gprof 2.25.2 (under Cygwin) and it is reporting that 10% of the time is being spent in a function which I know is not being called. (I put a print statement into the relevant function to verify this.) It also seems to think that this function is calling itself recursively (number of calls is 500+16636500), which it definitely isn't.
It's a large enough program that I don't have an easy way of producing a minimal working example I can post here, but if anyone has any ideas about what might be causing this, I would be grateful to know.
Edit: building with CMake + g++. CMAKE_BUILD_TYPE=RELWITHDEBINFO.
I'll assume you're using gcc/g++...
This sounds like a case of the debug symbols being out-of-date with respect to your source code or executable. Try cleaning your build space, recompiling (with -g or -ggdb3, of course). If you're compiling with optimizations and you can afford to turn them off (i.e. -O0 instead of -O1, -O2 or -O3), do so for this run. If that works, try -O1 or -O2 and see what happens.

Is a program compiled with -g gcc flag slower than the same program compiled without -g?

I'm compiling a program with -O3 for performance and -g for debug symbols (in case of crash I can use the core dump). One thing bothers me a lot, does the -g option results in a performance penalty? When I look on the output of the compilation with and without -g, I see that the output without -g is 80% smaller than the output of the compilation with -g. If the extra space goes for the debug symbols, I don't care about it (I guess) since this part is not used during runtime. But if for each instruction in the compilation output without -g I need to do 4 more instructions in the compilation output with -g than I certainly prefer to stop using -g option even at the cost of not being able to process core dumps.
How to know the size of the debug symbols section inside the program and in general does compilation with -g creates a program which runs slower than the same code compiled without -g?
Citing from the gcc documentation
GCC allows you to use -g with -O. The shortcuts taken by optimized
code may occasionally produce surprising results: some variables you
declared may not exist at all; flow of control may briefly move where
you did not expect it; some statements may not be executed because
they compute constant results or their values are already at hand;
some statements may execute in different places because they have been
moved out of loops.
that means:
I will insert debugging symbols for you but I won't try to retain them if an optimization pass screws them out, you'll have to deal with that
Debugging symbols aren't written into the code but into another section called "debug section" which isn't even loaded at runtime (only by a debugger). That means: no code changes. You shouldn't notice any performance difference in code execution speed but you might experience some slowness if the loader needs to deal with the larger binary or if it takes into account the increased binary size somehow. You will probably have to benchmark the app yourself to be 100% sure in your specific case.
Notice that there's also another option from gcc 4.8:
-Og
Optimize debugging experience. -Og enables optimizations that do not interfere with debugging. It should be the optimization level of choice for the standard edit-compile-debug cycle, offering a reasonable level of optimization while maintaining fast compilation and a good debugging experience.
This flag will impact performance because it will disable any optimization pass that would interfere with debugging infos.
Finally, it might even happen that some optimizations are better suited to a specific architecture rather than another one and unless instructed to do so for your specific processor (see march/mtune options for your architecture), in O3 gcc will do its best for a generic architecture. That means you might even experience O3 being slower than O2 in some contrived scenarios. "Best-effort" doesn't always mean "the best available".

Should I use matching (gcc) compiler optimization flags when profiling the code?

I am using -O3 when compiling the code, and now I need to profile it. For profiling, there are two main choices I came accross: valgrind --tool=callgrind and gprof.
Valgrind (callgrind) docs state:
As with Cachegrind, you probably want to compile with debugging info (the -g option) and with optimization turned on.
However, in the C++ optimization book by Agner Fog, I have read the following:
Many optimization options are incompatible with debugging. A debugger can execute a
code one line at a time and show the values of all variables. Obviously, this is not possible
when parts of the code have been reordered, inlined, or optimized away. It is common to
make two versions of a program executable: a debug version with full debugging support
which is used during program development, and a release version with all relevant
optimization options turned on. Most IDE's (Integrated Development Environments) have
facilities for making a debug version and a release version of object files and executables.
Make sure to distinguish these two versions and turn off debugging and profiling support in
the optimized version of the executable.
This seems to conflict the callgrind instructions to compile the code with the debugging info flag -g. If I enable debugging in the following way:
-ggdb -DFULLDEBUG
am I not causing this option to conflict with the -O3 optimization flag? Using those two options together makes no sense to me after what I have read so far.
If I use say -O3 optimization flag, can I compile the code with additional profiling info by using:
-pg
and still profile it with valgrind?
Does it ever make sense to profile a code compiled with
-ggdb -DFULLDEBUG -O0
flags? It seems silly - not inlining functions and unrolling loops may shift the bottlenecks in the code, so this should be used for development only, to get the code to actually do stuff properly.
Does it ever make sense to compile the code with one optimization flag, and profile the code compiled with another optimization flag?
Why are you profiling? Just to get measurements or to find speedups?
The common wisdom that you should only profile optimized code is based on assuming the code is nearly optimal to begin with, which if there are significant speedups, it is not.
You should treat the finding of speedups as if they were bugs. Many people use this method of doing so.
After you've removed needless computations, if you still have tight CPU loops, i.e. you're not spending all your time in system or library or I/O routines the optimizer doesn't see, then turn on -O3, and let it do its magic.