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CUDA C++ Best Practices Guide |
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Release 12.5 |
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NVIDIA |
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May 09, 2024 |
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Contents |
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1 What Is This Document? |
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2 Who Should Read This Guide? |
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3 Assess, Parallelize, Optimize, Deploy |
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Assess . |
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Parallelize . |
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Optimize . |
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Deploy . |
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4 Recommendations and Best Practices |
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5 Assessing Your Application |
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6 Heterogeneous Computing |
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6.1 |
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6.2 |
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Differences between Host and Device . |
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What Runs on a CUDA-Enabled Device? . |
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7.1 |
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Profile . |
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7.1.1 |
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7.1.3 |
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7 Application Profiling |
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Creating the Profile . |
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Identifying Hotspots . |
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Understanding Scaling . |
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Strong Scaling and Amdahl’s Law . |
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7.1.3.1 |
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7.1.3.2 Weak Scaling and Gustafson’s Law . |
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Applying Strong and Weak Scaling . |
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7.1.3.3 |
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8 Parallelizing Your Application |
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9 Getting Started |
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9.1 |
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9.2 |
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9.3 |
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Parallel Libraries . |
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Parallelizing Compilers . |
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Coding to Expose Parallelism . |
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10 Getting the Right Answer |
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Verification . |
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10.1 |
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10.3 |
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10.1.1 Reference Comparison . |
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10.1.2 Unit Testing . |
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Debugging . |
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Numerical Accuracy and Precision . |
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10.3.1 Single vs. Double Precision . |
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10.3.2 Floating Point Math Is not Associative . |
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10.3.3 IEEE 754 Compliance . |
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10.3.4 x86 80-bit Computations . |
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11 Optimizing CUDA Applications |
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12 Performance Metrics |
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12.1 |
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Timing . |
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12.1.1 Using CPU Timers . |
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12.2.1 Theoretical Bandwidth Calculation . |
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13 Memory Optimizations |
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13.2.2.1 |
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13.2.2 L2 Cache . |
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Data Transfer Between Host and Device . |
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Effects of Misaligned Accesses . |
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Strided Accesses . |
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13.2.1 Coalesced Access to Global Memory . |
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13.1.1 Pinned Memory . |
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13.1.2 Asynchronous and Overlapping Transfers with Computation . |
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13.1.3 Zero Copy . |
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Device Memory Spaces . |
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L2 Cache Access Window . |
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Tuning the Access Window Hit-Ratio . |
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Shared Memory and Memory Banks . |
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13.2.3.1 |
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Shared Memory in Matrix Multiplication (C=AB) |
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Shared Memory in Matrix Multiplication (C=AAT) . |
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13.2.3.4 Asynchronous Copy from Global Memory to Shared Memory . |
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13.2.5.1 Additional Texture Capabilities . |
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Register Pressure . |
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13.2.6 Constant Memory . |
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13.2.7 Registers . |
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13.2.4 Local Memory . |
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13.2.5 Texture Memory . |
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Allocation . |
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NUMA Best Practices . |
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14 Execution Configuration Optimizations |
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15 Instruction Optimization |
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15.1 |
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Arithmetic Instructions . |
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15.1.1 Division Modulo Operations . |
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15.1.2 Loop Counters Signed vs. Unsigned . |
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15.1.3 Reciprocal Square Root |
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31 |
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15.1.5 Exponentiation With Small Fractional Arguments . |
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15.1.6 Math Libraries . |
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15.1.7 Precision-related Compiler Flags . |
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16 Control Flow |
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16.1 |
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Branching and Divergence . |
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Branch Predication . |
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17 Deploying CUDA Applications |
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18 Understanding the Programming Environment |
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CUDA Compute Capability . |
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18.1 |
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Additional Hardware Data . |
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18.2 |
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18.3 Which Compute Capability Target . |
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19.4 |
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19 CUDA Compatibility Developer’s Guide |
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CUDA Toolkit Versioning . |
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Source Compatibility . |
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Binary Compatibility . |
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19.3.1 CUDA Binary (cubin) Compatibility . |
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CUDA Compatibility Across Minor Releases . |
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19.4.1 Existing CUDA Applications within Minor Versions of CUDA . |
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Recommendations for building a minor-version compatible library . |
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Recommendations for taking advantage of minor version compatibility in your |
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19.4.1.1 Handling New CUDA Features and Driver APIs . |
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20 Preparing for Deployment |
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Testing for CUDA Availability . |
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Error Handling . |
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Building for Maximum Compatibility . |
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Distributing the CUDA Runtime and Libraries . |
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20.4.1 CUDA Toolkit Library Redistribution . |
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20.4.1.2 Where to Install Redistributed CUDA Libraries . |
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21.1 |
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Nvidia-SMI |
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21 Deployment Infrastructure Tools |
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21.1.1 Queryable state . |
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NVML . |
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Cluster Management Tools . |
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Compiler JIT Cache Management Tools . |
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CUDA_VISIBLE_DEVICES . |
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22 Recommendations and Best Practices |
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22.1 Overall Performance Optimization Strategies . |
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23 nvcc Compiler Switches |
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nvcc . |
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iii |
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24 Notices |
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Notice . |
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24.1 |
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24.2 OpenCL . |
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24.3 |
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Trademarks . |
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111 |
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iv |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
CUDA C++ Best Practices Guide |
|
|
|
The programming guide to using the CUDA Toolkit to obtain the best performance from NVIDIA GPUs. |
|
|
|
Contents |
|
|
|
1 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
2 |
|
|
|
Contents |
|
|
|
Chapter 1. What Is This Document? |
|
|
|
This Best Practices Guide is a manual to help developers obtain the best performance from NVIDIA® |
|
CUDA® GPUs. It presents established parallelization and optimization techniques and explains coding |
|
metaphors and idioms that can greatly simplify programming for CUDA-capable GPU architectures. |
|
|
|
While the contents can be used as a reference manual, you should be aware that some topics are revis- |
|
ited in different contexts as various programming and configuration topics are explored. As a result, |
|
it is recommended that first-time readers proceed through the guide sequentially. This approach will |
|
greatly improve your understanding of effective programming practices and enable you to better use |
|
the guide for reference later. |
|
|
|
3 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
4 |
|
|
|
Chapter 1. What Is This Document? |
|
|
|
Chapter 2. Who Should Read This |
|
|
|
Guide? |
|
|
|
The discussions in this guide all use the C++ programming language, so you should be comfortable |
|
reading C++ code. |
|
|
|
This guide refers to and relies on several other documents that you should have at your disposal for |
|
reference, all of which are available at no cost from the CUDA website https://docs.nvidia.com/cuda/. |
|
The following documents are especially important resources: |
|
|
|
▶ CUDA Installation Guide |
|
|
|
▶ CUDA C++ Programming Guide |
|
|
|
▶ CUDA Toolkit Reference Manual |
|
|
|
In particular, the optimization section of this guide assumes that you have already successfully down- |
|
loaded and installed the CUDA Toolkit (if not, please refer to the relevant CUDA Installation Guide for |
|
your platform) and that you have a basic familiarity with the CUDA C++ programming language and |
|
environment (if not, please refer to the CUDA C++ Programming Guide). |
|
|
|
5 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
6 |
|
|
|
Chapter 2. Who Should Read This Guide? |
|
|
|
Chapter 3. Assess, Parallelize, Optimize, |
|
|
|
Deploy |
|
|
|
This guide introduces the Assess, Parallelize, Optimize, Deploy(APOD) design cycle for applications with |
|
the goal of helping application developers to rapidly identify the portions of their code that would most |
|
readily benefit from GPU acceleration, rapidly realize that benefit, and begin leveraging the resulting |
|
speedups in production as early as possible. |
|
|
|
APOD is a cyclical process: initial speedups can be achieved, tested, and deployed with only minimal |
|
initial investment of time, at which point the cycle can begin again by identifying further optimiza- |
|
tion opportunities, seeing additional speedups, and then deploying the even faster versions of the |
|
application into production. |
|
|
|
7 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
3.1. Assess |
|
|
|
For an existing project, the first step is to assess the application to locate the parts of the code that |
|
are responsible for the bulk of the execution time. Armed with this knowledge, the developer can |
|
evaluate these bottlenecks for parallelization and start to investigate GPU acceleration. |
|
|
|
By understanding the end-user’s requirements and constraints and by applying Amdahl’s and |
|
Gustafson’s laws, the developer can determine the upper bound of performance improvement from |
|
acceleration of the identified portions of the application. |
|
|
|
3.2. Parallelize |
|
|
|
Having identified the hotspots and having done the basic exercises to set goals and expectations, the |
|
developer needs to parallelize the code. Depending on the original code, this can be as simple as calling |
|
into an existing GPU-optimized library such as cuBLAS, cuFFT, or Thrust, or it could be as simple as |
|
adding a few preprocessor directives as hints to a parallelizing compiler. |
|
|
|
On the other hand, some applications’ designs will require some amount of refactoring to expose their |
|
inherent parallelism. As even CPU architectures will require exposing parallelism in order to improve or |
|
simply maintain the performance of sequential applications, the CUDA family of parallel programming |
|
languages (CUDA C++, CUDA Fortran, etc.) aims to make the expression of this parallelism as simple |
|
as possible, while simultaneously enabling operation on CUDA-capable GPUs designed for maximum |
|
parallel throughput. |
|
|
|
3.3. Optimize |
|
|
|
After each round of application parallelization is complete, the developer can move to optimizing the |
|
implementation to improve performance. Since there are many possible optimizations that can be |
|
considered, having a good understanding of the needs of the application can help to make the pro- |
|
cess as smooth as possible. However, as with APOD as a whole, program optimization is an iterative |
|
process (identify an opportunity for optimization, apply and test the optimization, verify the speedup |
|
achieved, and repeat), meaning that it is not necessary for a programmer to spend large amounts of |
|
In- |
|
time memorizing the bulk of all possible optimization strategies prior to seeing good speedups. |
|
stead, strategies can be applied incrementally as they are learned. |
|
|
|
Optimizations can be applied at various levels, from overlapping data transfers with computation all the |
|
way down to fine-tuning floating-point operation sequences. The available profiling tools are invaluable |
|
for guiding this process, as they can help suggest a next-best course of action for the developer’s |
|
optimization efforts and provide references into the relevant portions of the optimization section of |
|
this guide. |
|
|
|
8 |
|
|
|
Chapter 3. Assess, Parallelize, Optimize, Deploy |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
3.4. Deploy |
|
|
|
Having completed the GPU acceleration of one or more components of the application it is possible |
|
to compare the outcome with the original expectation. Recall that the initial assess step allowed the |
|
developer to determine an upper bound for the potential speedup attainable by accelerating given |
|
hotspots. |
|
|
|
Before tackling other hotspots to improve the total speedup, the developer should consider taking |
|
the partially parallelized implementation and carry it through to production. This is important for a |
|
number of reasons; for example, it allows the user to profit from their investment as early as possible |
|
(the speedup may be partial but is still valuable), and it minimizes risk for the developer and the user |
|
by providing an evolutionary rather than revolutionary set of changes to the application. |
|
|
|
3.4. Deploy |
|
|
|
9 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
10 |
|
|
|
Chapter 3. Assess, Parallelize, Optimize, Deploy |
|
|
|
Chapter 4. Recommendations and Best |
|
|
|
Practices |
|
|
|
Throughout this guide, specific recommendations are made regarding the design and implementation |
|
of CUDA C++ code. These recommendations are categorized by priority, which is a blend of the effect |
|
of the recommendation and its scope. Actions that present substantial improvements for most CUDA |
|
applications have the highest priority, while small optimizations that affect only very specific situations |
|
are given a lower priority. |
|
|
|
Before implementing lower priority recommendations, it is good practice to make sure all higher pri- |
|
ority recommendations that are relevant have already been applied. This approach will tend to provide |
|
the best results for the time invested and will avoid the trap of premature optimization. |
|
|
|
The criteria of benefit and scope for establishing priority will vary depending on the nature of the |
|
program. In this guide, they represent a typical case. Your code might reflect different priority factors. |
|
Regardless of this possibility, it is good practice to verify that no higher-priority recommendations |
|
have been overlooked before undertaking lower-priority items. |
|
|
|
Note: Code samples throughout the guide omit error checking for conciseness. Production code |
|
should, however, systematically check the error code returned by each API call and check for failures |
|
in kernel launches by calling cudaGetLastError(). |
|
|
|
11 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
12 |
|
|
|
Chapter 4. Recommendations and Best Practices |
|
|
|
Chapter 5. Assessing Your Application |
|
|
|
From supercomputers to mobile phones, modern processors increasingly rely on parallelism to provide |
|
performance. The core computational unit, which includes control, arithmetic, registers and typically |
|
some cache, is replicated some number of times and connected to memory via a network. As a result, |
|
all modern processors require parallel code in order to achieve good utilization of their computational |
|
power. |
|
|
|
While processors are evolving to expose more fine-grained parallelism to the programmer, many ex- |
|
isting applications have evolved either as serial codes or as coarse-grained parallel codes (for example, |
|
where the data is decomposed into regions processed in parallel, with sub-regions shared using MPI). |
|
In order to profit from any modern processor architecture, GPUs included, the first steps are to assess |
|
the application to identify the hotspots, determine whether they can be parallelized, and understand |
|
the relevant workloads both now and in the future. |
|
|
|
13 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
14 |
|
|
|
Chapter 5. Assessing Your Application |
|
|
|
Chapter 6. Heterogeneous Computing |
|
|
|
CUDA programming involves running code on two different platforms concurrently: a host system with |
|
one or more CPUs and one or more CUDA-enabled NVIDIA GPU devices. |
|
|
|
While NVIDIA GPUs are frequently associated with graphics, they are also powerful arithmetic engines |
|
capable of running thousands of lightweight threads in parallel. This capability makes them well suited |
|
to computations that can leverage parallel execution. |
|
|
|
However, the device is based on a distinctly different design from the host system, and it’s important |
|
to understand those differences and how they determine the performance of CUDA applications in |
|
order to use CUDA effectively. |
|
|
|
6.1. Differences between Host and Device |
|
|
|
The primary differences are in threading model and in separate physical memories: |
|
|
|
Threading resources |
|
|
|
Execution pipelines on host systems can support a limited number of concurrent threads. For ex- |
|
ample, servers that have two 32 core processors can run only 64 threads concurrently (or small |
|
multiple of that if the CPUs support simultaneous multithreading). By comparison, the small- |
|
est executable unit of parallelism on a CUDA device comprises 32 threads (termed a warp of |
|
threads). Modern NVIDIA GPUs can support up to 2048 active threads concurrently per multi- |
|
processor (see Features and Specifications of the CUDA C++ Programming Guide) On GPUs with |
|
80 multiprocessors, this leads to more than 160,000 concurrently active threads. |
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Threads |
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Threads on a CPU are generally heavyweight entities. The operating system must swap threads |
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on and off CPU execution channels to provide multithreading capability. Context switches (when |
|
two threads are swapped) are therefore slow and expensive. By comparison, threads on GPUs |
|
In a typical system, thousands of threads are queued up for work |
|
are extremely lightweight. |
|
(in warps of 32 threads each). |
|
If the GPU must wait on one warp of threads, it simply begins |
|
executing work on another. Because separate registers are allocated to all active threads, no |
|
swapping of registers or other state need occur when switching among GPU threads. Resources |
|
stay allocated to each thread until it completes its execution. In short, CPU cores are designed |
|
to minimize latency for a small number of threads at a time each, whereas GPUs are designed to |
|
handle a large number of concurrent, lightweight threads in order to maximize throughput. |
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RAM |
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The host system and the device each have their own distinct attached physical memories1. As |
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the host and device memories are separated, items in the host memory must occasionally be |
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1 On Systems on a Chip with integrated GPUs, such as NVIDIA® Tegra®, host and device memory are physically the same, but |
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there is still a logical distinction between host and device memory. See the Application Note on CUDA for Tegra for details. |
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15 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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communicated between device memory and host memory as described in What Runs on a CUDA- |
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Enabled Device?. |
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These are the primary hardware differences between CPU hosts and GPU devices with respect to par- |
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allel programming. Other differences are discussed as they arise elsewhere in this document. Applica- |
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tions composed with these differences in mind can treat the host and device together as a cohesive |
|
heterogeneous system wherein each processing unit is leveraged to do the kind of work it does best: |
|
sequential work on the host and parallel work on the device. |
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6.2. What Runs on a CUDA-Enabled Device? |
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The following issues should be considered when determining what parts of an application to run on |
|
the device: |
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▶ The device is ideally suited for computations that can be run on numerous data elements si- |
|
multaneously in parallel. This typically involves arithmetic on large data sets (such as matrices) |
|
where the same operation can be performed across thousands, if not millions, of elements at |
|
the same time. This is a requirement for good performance on CUDA: the software must use a |
|
large number (generally thousands or tens of thousands) of concurrent threads. The support for |
|
running numerous threads in parallel derives from CUDA’s use of a lightweight threading model |
|
described above. |
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|
|
▶ To use CUDA, data values must be transferred from the host to the device. These transfers are |
|
costly in terms of performance and should be minimized. (See Data Transfer Between Host and |
|
Device.) This cost has several ramifications: |
|
|
|
▶ The complexity of operations should justify the cost of moving data to and from the device. |
|
Code that transfers data for brief use by a small number of threads will see little or no per- |
|
formance benefit. The ideal scenario is one in which many threads perform a substantial |
|
amount of work. |
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|
|
For example, transferring two matrices to the device to perform a matrix addition and then |
|
transferring the results back to the host will not realize much performance benefit. The |
|
issue here is the number of operations performed per data element transferred. For the |
|
preceding procedure, assuming matrices of size NxN, there are N2 operations (additions) and |
|
3N2 elements transferred, so the ratio of operations to elements transferred is 1:3 or O(1). |
|
Performance benefits can be more readily achieved when this ratio is higher. For example, a |
|
matrix multiplication of the same matrices requires N3 operations (multiply-add), so the ratio |
|
of operations to elements transferred is O(N), in which case the larger the matrix the greater |
|
the performance benefit. The types of operations are an additional factor, as additions have |
|
different complexity profiles than, for example, trigonometric functions. It is important to |
|
include the overhead of transferring data to and from the device in determining whether |
|
operations should be performed on the host or on the device. |
|
|
|
▶ Data should be kept on the device as long as possible. Because transfers should be mini- |
|
mized, programs that run multiple kernels on the same data should favor leaving the data |
|
on the device between kernel calls, rather than transferring intermediate results to the host |
|
and then sending them back to the device for subsequent calculations. So, in the previous |
|
example, had the two matrices to be added already been on the device as a result of some |
|
previous calculation, or if the results of the addition would be used in some subsequent |
|
calculation, the matrix addition should be performed locally on the device. This approach |
|
should be used even if one of the steps in a sequence of calculations could be performed |
|
faster on the host. Even a relatively slow kernel may be advantageous if it avoids one or |
|
more transfers between host and device memory. Data Transfer Between Host and Device |
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16 |
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Chapter 6. Heterogeneous Computing |
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CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
provides further details, including the measurements of bandwidth between the host and |
|
the device versus within the device proper. |
|
|
|
▶ For best performance, there should be some coherence in memory access by adjacent threads |
|
running on the device. Certain memory access patterns enable the hardware to coalesce groups |
|
of reads or writes of multiple data items into one operation. Data that cannot be laid out so as to |
|
enable coalescing, or that doesn’t have enough locality to use the L1 or texture caches effectively, |
|
will tend to see lesser speedups when used in computations on GPUs. A noteworthy exception |
|
to this are completely random memory access patterns. In general, they should be avoided, be- |
|
cause compared to peak capabilities any architecture processes these memory access patterns |
|
at a low efficiency. However, compared to cache based architectures, like CPUs, latency hiding |
|
architectures, like GPUs, tend to cope better with completely random memory access patterns. |
|
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|
6.2. What Runs on a CUDA-Enabled Device? |
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17 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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18 |
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Chapter 6. Heterogeneous Computing |
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Chapter 7. Application Profiling |
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|
7.1. Profile |
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|
Many codes accomplish a significant portion of the work with a relatively small amount of code. Us- |
|
ing a profiler, the developer can identify such hotspots and start to compile a list of candidates for |
|
parallelization. |
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|
|
7.1.1. Creating the Profile |
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|
|
There are many possible approaches to profiling the code, but in all cases the objective is the same: |
|
to identify the function or functions in which the application is spending most of its execution time. |
|
|
|
Note: High Priority: To maximize developer productivity, profile the application to determine hotspots |
|
and bottlenecks. |
|
|
|
The most important consideration with any profiling activity is to ensure that the workload is realistic |
|
- i.e., that information gained from the test and decisions based upon that information are relevant |
|
to real data. Using unrealistic workloads can lead to sub-optimal results and wasted effort both by |
|
causing developers to optimize for unrealistic problem sizes and by causing developers to concentrate |
|
on the wrong functions. |
|
|
|
There are a number of tools that can be used to generate the profile. The following example is based |
|
on gprof, which is an open-source profiler for Linux platforms from the GNU Binutils collection. |
|
|
|
$ gcc -O2 -g -pg myprog.c |
|
$ gprof .∕a.out > profile.txt |
|
Each sample counts as 0.01 seconds. |
|
|
|
% |
|
time |
|
33.34 |
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16.67 |
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16.67 |
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16.67 |
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16.67 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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|
|
cumulative |
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seconds |
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0.02 |
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0.03 |
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0.04 |
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0.05 |
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0.06 |
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0.06 |
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0.06 |
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0.06 |
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0.06 |
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0.06 |
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self |
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seconds |
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0.02 |
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0.01 |
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0.01 |
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0.01 |
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0.01 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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calls |
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7208 |
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240 |
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8 |
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7 |
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236 |
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192 |
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47 |
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45 |
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1 |
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self |
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total |
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|
ms∕call ms∕call |
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0.00 |
|
0.12 |
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1.25 |
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1.43 |
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0.00 |
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0.04 |
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1.25 |
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1.43 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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0.00 |
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50.00 |
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name |
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genTimeStep |
|
calcStats |
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calcSummaryData |
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write |
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mcount |
|
tzset |
|
tolower |
|
strlen |
|
strchr |
|
main |
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|
|
(continues on next page) |
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19 |
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memcpy |
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print |
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profil |
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report |
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|
(continued from previous page) |
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|
7.1.2. Identifying Hotspots |
|
|
|
In the example above, we can clearly see that the function genTimeStep() takes one-third of the |
|
total running time of the application. This should be our first candidate function for parallelization. |
|
Understanding Scaling discusses the potential benefit we might expect from such parallelization. |
|
|
|
It is worth noting that several of the other functions in the above example also take up a significant por- |
|
tion of the overall running time, such as calcStats() and calcSummaryData(). Parallelizing these |
|
functions as well should increase our speedup potential. However, since APOD is a cyclical process, |
|
we might opt to parallelize these functions in a subsequent APOD pass, thereby limiting the scope of |
|
our work in any given pass to a smaller set of incremental changes. |
|
|
|
7.1.3. Understanding Scaling |
|
|
|
The amount of performance benefit an application will realize by running on CUDA depends entirely |
|
on the extent to which it can be parallelized. Code that cannot be sufficiently parallelized should run |
|
on the host, unless doing so would result in excessive transfers between the host and the device. |
|
|
|
Note: High Priority: To get the maximum benefit from CUDA, focus first on finding ways to parallelize |
|
sequential code. |
|
|
|
By understanding how applications can scale it is possible to set expectations and plan an incremental |
|
parallelization strategy. Strong Scaling and Amdahl’s Law describes strong scaling, which allows us to |
|
set an upper bound for the speedup with a fixed problem size. Weak Scaling and Gustafson’s Law de- |
|
scribes weak scaling, where the speedup is attained by growing the problem size. In many applications, |
|
a combination of strong and weak scaling is desirable. |
|
|
|
7.1.3.1 Strong Scaling and Amdahl’s Law |
|
|
|
Strong scaling is a measure of how, for a fixed overall problem size, the time to solution decreases |
|
as more processors are added to a system. An application that exhibits linear strong scaling has a |
|
speedup equal to the number of processors used. |
|
|
|
Strong scaling is usually equated with Amdahl’s Law, which specifies the maximum speedup that can |
|
be expected by parallelizing portions of a serial program. Essentially, it states that the maximum |
|
speedup S of a program is: |
|
|
|
S = |
|
|
|
1 |
|
(1−P )+ P |
|
N |
|
|
|
Here P is the fraction of the total serial execution time taken by the portion of code that can be par- |
|
allelized and N is the number of processors over which the parallel portion of the code runs. |
|
|
|
The larger N is(that is, the greater the number of processors), the smaller the P/N fraction. It can be |
|
simpler to view N as a very large number, which essentially transforms the equation into S = 1/(1 − P ). |
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20 |
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|
Chapter 7. Application Profiling |
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|
|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
Now, if 3/4 of the running time of a sequential program is parallelized, the maximum speedup over |
|
serial code is 1 / (1 - 3/4) = 4. |
|
|
|
In reality, most applications do not exhibit perfectly linear strong scaling, even if they do exhibit some |
|
degree of strong scaling. For most purposes, the key point is that the larger the parallelizable portion |
|
P is, the greater the potential speedup. Conversely, if P is a small number (meaning that the applica- |
|
tion is not substantially parallelizable), increasing the number of processors N does little to improve |
|
performance. Therefore, to get the largest speedup for a fixed problem size, it is worthwhile to spend |
|
effort on increasing P, maximizing the amount of code that can be parallelized. |
|
|
|
7.1.3.2 Weak Scaling and Gustafson’s Law |
|
|
|
Weak scaling is a measure of how the time to solution changes as more processors are added to a |
|
system with a fixed problem size per processor; i.e., where the overall problem size increases as the |
|
number of processors is increased. |
|
|
|
Weak scaling is often equated with Gustafson’s Law, which states that in practice, the problem size |
|
scales with the number of processors. Because of this, the maximum speedup S of a program is: |
|
|
|
S = N + (1 − P )(1 − N ) |
|
|
|
Here P is the fraction of the total serial execution time taken by the portion of code that can be par- |
|
allelized and N is the number of processors over which the parallel portion of the code runs. |
|
|
|
Another way of looking at Gustafson’s Law is that it is not the problem size that remains constant |
|
as we scale up the system but rather the execution time. Note that Gustafson’s Law assumes that |
|
the ratio of serial to parallel execution remains constant, reflecting additional cost in setting up and |
|
handling the larger problem. |
|
|
|
7.1.3.3 Applying Strong and Weak Scaling |
|
|
|
Understanding which type of scaling is most applicable to an application is an important part of esti- |
|
mating speedup. For some applications the problem size will remain constant and hence only strong |
|
scaling is applicable. An example would be modeling how two molecules interact with each other, |
|
where the molecule sizes are fixed. |
|
|
|
For other applications, the problem size will grow to fill the available processors. Examples include |
|
modeling fluids or structures as meshes or grids and some Monte Carlo simulations, where increasing |
|
the problem size provides increased accuracy. |
|
|
|
Having understood the application profile, the developer should understand how the problem |
|
size would change if the computational performance changes and then apply either Amdahl’s or |
|
Gustafson’s Law to determine an upper bound for the speedup. |
|
|
|
7.1. Profile |
|
|
|
21 |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
22 |
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|
|
Chapter 7. Application Profiling |
|
|
|
Chapter 8. Parallelizing Your Application |
|
|
|
Having identified the hotspots and having done the basic exercises to set goals and expectations, the |
|
developer needs to parallelize the code. Depending on the original code, this can be as simple as calling |
|
into an existing GPU-optimized library such as cuBLAS, cuFFT, or Thrust, or it could be as simple as |
|
adding a few preprocessor directives as hints to a parallelizing compiler. |
|
|
|
On the other hand, some applications’ designs will require some amount of refactoring to expose their |
|
inherent parallelism. As even CPU architectures require exposing this parallelism in order to improve or |
|
simply maintain the performance of sequential applications, the CUDA family of parallel programming |
|
languages (CUDA C++, CUDA Fortran, etc.) aims to make the expression of this parallelism as simple |
|
as possible, while simultaneously enabling operation on CUDA-capable GPUs designed for maximum |
|
parallel throughput. |
|
|
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23 |
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|
|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
24 |
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|
|
Chapter 8. Parallelizing Your Application |
|
|
|
Chapter 9. Getting Started |
|
|
|
There are several key strategies for parallelizing sequential code. While the details of how to apply |
|
these strategies to a particular application is a complex and problem-specific topic, the general themes |
|
listed here apply regardless of whether we are parallelizing code to run on for multicore CPUs or for |
|
use on CUDA GPUs. |
|
|
|
9.1. Parallel Libraries |
|
|
|
The most straightforward approach to parallelizing an application is to leverage existing libraries that |
|
take advantage of parallel architectures on our behalf. The CUDA Toolkit includes a number of such |
|
libraries that have been fine-tuned for NVIDIA CUDA GPUs, such as cuBLAS, cuFFT, and so on. |
|
|
|
The key here is that libraries are most useful when they match well with the needs of the application. |
|
Applications already using other BLAS libraries can often quite easily switch to cuBLAS, for example, |
|
whereas applications that do little to no linear algebra will have little use for cuBLAS. The same goes |
|
for other CUDA Toolkit libraries: cuFFT has an interface similar to that of FFTW, etc. |
|
|
|
Also of note is the Thrust library, which is a parallel C++ template library similar to the C++ Standard |
|
Template Library. Thrust provides a rich collection of data parallel primitives such as scan, sort, and |
|
reduce, which can be composed together to implement complex algorithms with concise, readable |
|
source code. By describing your computation in terms of these high-level abstractions you provide |
|
Thrust with the freedom to select the most efficient implementation automatically. As a result, Thrust |
|
can be utilized in rapid prototyping of CUDA applications, where programmer productivity matters |
|
most, as well as in production, where robustness and absolute performance are crucial. |
|
|
|
9.2. Parallelizing Compilers |
|
|
|
Another common approach to parallelization of sequential codes is to make use of parallelizing compil- |
|
ers. Often this means the use of directives-based approaches, where the programmer uses a pragma |
|
or other similar notation to provide hints to the compiler about where parallelism can be found with- |
|
out needing to modify or adapt the underlying code itself. By exposing parallelism to the compiler, |
|
directives allow the compiler to do the detailed work of mapping the computation onto the parallel |
|
architecture. |
|
|
|
The OpenACC standard provides a set of compiler directives to specify loops and regions of code in |
|
standard C, C++ and Fortran that should be offloaded from a host CPU to an attached accelerator such |
|
as a CUDA GPU. The details of managing the accelerator device are handled implicitly by an OpenACC- |
|
enabled compiler and runtime. |
|
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25 |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
See http://www.openacc.org/ for details. |
|
|
|
9.3. Coding to Expose Parallelism |
|
|
|
For applications that need additional functionality or performance beyond what existing parallel li- |
|
braries or parallelizing compilers can provide, parallel programming languages such as CUDA C++ that |
|
integrate seamlessly with existing sequential code are essential. |
|
|
|
Once we have located a hotspot in our application’s profile assessment and determined that custom |
|
code is the best approach, we can use CUDA C++ to expose the parallelism in that portion of our |
|
code as a CUDA kernel. We can then launch this kernel onto the GPU and retrieve the results without |
|
requiring major rewrites to the rest of our application. |
|
|
|
This approach is most straightforward when the majority of the total running time of our application |
|
is spent in a few relatively isolated portions of the code. More difficult to parallelize are applications |
|
with a very flat profile - i.e., applications where the time spent is spread out relatively evenly across a |
|
wide portion of the code base. For the latter variety of application, some degree of code refactoring |
|
to expose the inherent parallelism in the application might be necessary, but keep in mind that this |
|
refactoring work will tend to benefit all future architectures, CPU and GPU alike, so it is well worth the |
|
effort should it become necessary. |
|
|
|
26 |
|
|
|
Chapter 9. Getting Started |
|
|
|
Chapter 10. Getting the Right Answer |
|
|
|
Obtaining the right answer is clearly the principal goal of all computation. On parallel systems, it is |
|
possible to run into difficulties not typically found in traditional serial-oriented programming. These |
|
include threading issues, unexpected values due to the way floating-point values are computed, and |
|
challenges arising from differences in the way CPU and GPU processors operate. This chapter exam- |
|
ines issues that can affect the correctness of returned data and points to appropriate solutions. |
|
|
|
10.1. Verification |
|
|
|
10.1.1. Reference Comparison |
|
|
|
A key aspect of correctness verification for modifications to any existing program is to establish some |
|
mechanism whereby previous known-good reference outputs from representative inputs can be com- |
|
pared to new results. After each change is made, ensure that the results match using whatever criteria |
|
apply to the particular algorithm. Some will expect bitwise identical results, which is not always pos- |
|
sible, especially where floating-point arithmetic is concerned; see Numerical Accuracy and Precision |
|
regarding numerical accuracy. For other algorithms, implementations may be considered correct if |
|
they match the reference within some small epsilon. |
|
|
|
Note that the process used for validating numerical results can easily be extended to validate perfor- |
|
mance results as well. We want to ensure that each change we make is correct and that it improves |
|
performance (and by how much). Checking these things frequently as an integral part of our cyclical |
|
APOD process will help ensure that we achieve the desired results as rapidly as possible. |
|
|
|
10.1.2. Unit Testing |
|
|
|
A useful counterpart to the reference comparisons described above is to structure the code itself |
|
in such a way that is readily verifiable at the unit level. For example, we can write our CUDA kernels |
|
as a collection of many short __device__ functions rather than one large monolithic __global__ |
|
function; each device function can be tested independently before hooking them all together. |
|
|
|
For example, many kernels have complex addressing logic for accessing memory in addition to their |
|
actual computation. |
|
If we validate our addressing logic separately prior to introducing the bulk of |
|
the computation, then this will simplify any later debugging efforts. (Note that the CUDA compiler |
|
considers any device code that does not contribute to a write to global memory as dead code subject |
|
to elimination, so we must at least write something out to global memory as a result of our addressing |
|
logic in order to successfully apply this strategy.) |
|
|
|
27 |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
Going a step further, if most functions are defined as __host__ __device__ rather than just __de- |
|
vice__ functions, then these functions can be tested on both the CPU and the GPU, thereby increas- |
|
ing our confidence that the function is correct and that there will not be any unexpected differences |
|
in the results. If there are differences, then those differences will be seen early and can be understood |
|
in the context of a simple function. |
|
|
|
As a useful side effect, this strategy will allow us a means to reduce code duplication should we wish |
|
to include both CPU and GPU execution paths in our application: if the bulk of the work of our CUDA |
|
kernels is done in __host__ __device__ functions, we can easily call those functions from both the |
|
host code and the device code without duplication. |
|
|
|
10.2. Debugging |
|
|
|
CUDA-GDB is a port of the GNU Debugger that runs on Linux and Mac; see: https://developer.nvidia. |
|
com/cuda-gdb. |
|
|
|
The NVIDIA Nsight Visual Studio Edition for Microsoft Windows 7, Windows HPC Server 2008, Windows |
|
8.1, and Windows 10 is available as a free plugin for Microsoft Visual Studio; see: https://developer. |
|
nvidia.com/nsight-visual-studio-edition. |
|
|
|
Several third-party debuggers support CUDA debugging as well; see: https://developer.nvidia.com/ |
|
debugging-solutions for more details. |
|
|
|
10.3. Numerical Accuracy and Precision |
|
|
|
Incorrect or unexpected results arise principally from issues of floating-point accuracy due to the way |
|
floating-point values are computed and stored. The following sections explain the principal items of |
|
interest. Other peculiarities of floating-point arithmetic are presented in Features and Technical Spec- |
|
ifications of the CUDA C++ Programming Guide as well as in a whitepaper and accompanying webi- |
|
nar on floating-point precision and performance available from https://developer.nvidia.com/content/ |
|
precision-performance-floating-point-and-ieee-754-compliance-nvidia-gpus. |
|
|
|
10.3.1. Single vs. Double Precision |
|
|
|
Devices of compute capability 1.3 and higher provide native support for double-precision floating- |
|
point values (that is, values 64 bits wide). Results obtained using double-precision arithmetic will fre- |
|
quently differ from the same operation performed via single-precision arithmetic due to the greater |
|
precision of the former and due to rounding issues. Therefore, it is important to be sure to compare |
|
values of like precision and to express the results within a certain tolerance rather than expecting |
|
them to be exact. |
|
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28 |
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Chapter 10. Getting the Right Answer |
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CUDA C++ Best Practices Guide, Release 12.5 |
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10.3.2. Floating Point Math Is not Associative |
|
|
|
Each floating-point arithmetic operation involves a certain amount of rounding. Consequently, the |
|
order in which arithmetic operations are performed is important. |
|
If A, B, and C are floating-point |
|
values, (A+B)+C is not guaranteed to equal A+(B+C) as it is in symbolic math. When you parallelize |
|
computations, you potentially change the order of operations and therefore the parallel results might |
|
not match sequential results. This limitation is not specific to CUDA, but an inherent part of parallel |
|
computation on floating-point values. |
|
|
|
10.3.3. IEEE 754 Compliance |
|
|
|
All CUDA compute devices follow the IEEE 754 standard for binary floating-point representation, with |
|
some small exceptions. These exceptions, which are detailed in Features and Technical Specifications |
|
of the CUDA C++ Programming Guide, can lead to results that differ from IEEE 754 values computed |
|
on the host system. |
|
|
|
One of the key differences is the fused multiply-add (FMA) instruction, which combines multiply-add |
|
operations into a single instruction execution. Its result will often differ slightly from results obtained |
|
by doing the two operations separately. |
|
|
|
10.3.4. x86 80-bit Computations |
|
|
|
x86 processors can use an 80-bit double extended precision math when performing floating-point cal- |
|
culations. The results of these calculations can frequently differ from pure 64-bit operations per- |
|
formed on the CUDA device. To get a closer match between values, set the x86 host processor to use |
|
regular double or single precision (64 bits and 32 bits, respectively). This is done with the FLDCW x86 |
|
assembly instruction or the equivalent operating system API. |
|
|
|
10.3. Numerical Accuracy and Precision |
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29 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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30 |
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Chapter 10. Getting the Right Answer |
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Chapter 11. Optimizing CUDA |
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|
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Applications |
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|
|
After each round of application parallelization is complete, the developer can move to optimizing the |
|
implementation to improve performance. Since there are many possible optimizations that can be |
|
considered, having a good understanding of the needs of the application can help to make the pro- |
|
cess as smooth as possible. However, as with APOD as a whole, program optimization is an iterative |
|
process (identify an opportunity for optimization, apply and test the optimization, verify the speedup |
|
achieved, and repeat), meaning that it is not necessary for a programmer to spend large amounts of |
|
In- |
|
time memorizing the bulk of all possible optimization strategies prior to seeing good speedups. |
|
stead, strategies can be applied incrementally as they are learned. |
|
|
|
Optimizations can be applied at various levels, from overlapping data transfers with computation all the |
|
way down to fine-tuning floating-point operation sequences. The available profiling tools are invaluable |
|
for guiding this process, as they can help suggest a next-best course of action for the developer’s |
|
optimization efforts and provide references into the relevant portions of the optimization section of |
|
this guide. |
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31 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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32 |
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Chapter 11. Optimizing CUDA Applications |
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|
|
Chapter 12. Performance Metrics |
|
|
|
When attempting to optimize CUDA code, it pays to know how to measure performance accurately and |
|
to understand the role that bandwidth plays in performance measurement. This chapter discusses |
|
how to correctly measure performance using CPU timers and CUDA events. |
|
It then explores how |
|
bandwidth affects performance metrics and how to mitigate some of the challenges it poses. |
|
|
|
12.1. Timing |
|
|
|
CUDA calls and kernel executions can be timed using either CPU or GPU timers. This section examines |
|
the functionality, advantages, and pitfalls of both approaches. |
|
|
|
12.1.1. Using CPU Timers |
|
|
|
Any CPU timer can be used to measure the elapsed time of a CUDA call or kernel execution. The |
|
details of various CPU timing approaches are outside the scope of this document, but developers |
|
should always be aware of the resolution their timing calls provide. |
|
|
|
When using CPU timers, it is critical to remember that many CUDA API functions are asynchronous; |
|
that is, they return control back to the calling CPU thread prior to completing their work. All ker- |
|
nel launches are asynchronous, as are memory-copy functions with the Async suffix on their names. |
|
Therefore, to accurately measure the elapsed time for a particular call or sequence of CUDA calls, it |
|
is necessary to synchronize the CPU thread with the GPU by calling cudaDeviceSynchronize() im- |
|
mediately before starting and stopping the CPU timer. cudaDeviceSynchronize()blocks the calling |
|
CPU thread until all CUDA calls previously issued by the thread are completed. |
|
|
|
Although it is also possible to synchronize the CPU thread with a particular stream or event on the |
|
GPU, these synchronization functions are not suitable for timing code in streams other than the default |
|
stream. cudaStreamSynchronize() blocks the CPU thread until all CUDA calls previously issued into |
|
the given stream have completed. cudaEventSynchronize() blocks until a given event in a particular |
|
stream has been recorded by the GPU. Because the driver may interleave execution of CUDA calls from |
|
other non-default streams, calls in other streams may be included in the timing. |
|
|
|
Because the default stream, stream 0, exhibits serializing behavior for work on the device (an operation |
|
in the default stream can begin only after all preceding calls in any stream have completed; and no |
|
subsequent operation in any stream can begin until it finishes), these functions can be used reliably |
|
for timing in the default stream. |
|
|
|
Be aware that CPU-to-GPU synchronization points such as those mentioned in this section imply a |
|
stall in the GPU’s processing pipeline and should thus be used sparingly to minimize their performance |
|
|
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33 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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impact. |
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|
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12.1.2. Using CUDA GPU Timers |
|
|
|
The CUDA event API provides calls that create and destroy events, record events (including a times- |
|
tamp), and convert timestamp differences into a floating-point value in milliseconds. How to time |
|
code using CUDA events illustrates their use. |
|
|
|
How to time code using CUDA events |
|
|
|
cudaEvent_t start, stop; |
|
float time; |
|
|
|
cudaEventCreate(&start); |
|
cudaEventCreate(&stop); |
|
|
|
cudaEventRecord( start, 0 ); |
|
kernel<<<grid,threads>>> ( d_odata, d_idata, size_x, size_y, |
|
|
|
cudaEventRecord( stop, 0 ); |
|
cudaEventSynchronize( stop ); |
|
|
|
NUM_REPS); |
|
|
|
cudaEventElapsedTime( &time, start, stop ); |
|
cudaEventDestroy( start ); |
|
cudaEventDestroy( stop ); |
|
|
|
Here cudaEventRecord() is used to place the start and stop events into the default stream, stream |
|
0. The device will record a timestamp for the event when it reaches that event in the stream. The |
|
cudaEventElapsedTime() function returns the time elapsed between the recording of the start |
|
and stop events. This value is expressed in milliseconds and has a resolution of approximately half a |
|
microsecond. Like the other calls in this listing, their specific operation, parameters, and return values |
|
are described in the CUDA Toolkit Reference Manual. Note that the timings are measured on the GPU |
|
clock, so the timing resolution is operating-system-independent. |
|
|
|
12.2. Bandwidth |
|
|
|
Bandwidth - the rate at which data can be transferred - is one of the most important gating factors for |
|
performance. Almost all changes to code should be made in the context of how they affect bandwidth. |
|
As described in Memory Optimizations of this guide, bandwidth can be dramatically affected by the |
|
choice of memory in which data is stored, how the data is laid out and the order in which it is accessed, |
|
as well as other factors. |
|
|
|
To measure performance accurately, it is useful to calculate theoretical and effective bandwidth. When |
|
the latter is much lower than the former, design or implementation details are likely to reduce band- |
|
width, and it should be the primary goal of subsequent optimization efforts to increase it. |
|
|
|
Note: High Priority: Use the effective bandwidth of your computation as a metric when measuring |
|
performance and optimization benefits. |
|
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34 |
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Chapter 12. Performance Metrics |
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CUDA C++ Best Practices Guide, Release 12.5 |
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|
12.2.1. Theoretical Bandwidth Calculation |
|
|
|
Theoretical bandwidth can be calculated using hardware specifications available in the product liter- |
|
ature. For example, the NVIDIA Tesla V100 uses HBM2 (double data rate) RAM with a memory clock |
|
rate of 877 MHz and a 4096-bit-wide memory interface. |
|
|
|
Using these data items, the peak theoretical memory bandwidth of the NVIDIA Tesla V100 is 898 GB/s: |
|
( |
|
|
|
) |
|
|
|
0.877 × 109 × (4096/8) × 2 |
|
|
|
÷ 109 = 898GB/s |
|
|
|
In this calculation, the memory clock rate is converted in to Hz, multiplied by the interface width (di- |
|
vided by 8, to convert bits to bytes) and multiplied by 2 due to the double data rate. Finally, this product |
|
is divided by 109 to convert the result to GB/s. |
|
|
|
Note: Some calculations use 10243 instead of 109 for the final calculation. In such a case, the band- |
|
width would be 836.4 GiB/s. It is important to use the same divisor when calculating theoretical and |
|
effective bandwidth so that the comparison is valid. |
|
|
|
Note: On GPUs with GDDR memory with ECC enabled the available DRAM is reduced by 6.25% to |
|
allow for the storage of ECC bits. Fetching ECC bits for each memory transaction also reduced the |
|
effective bandwidth by approximately 20% compared to the same GPU with ECC disabled, though |
|
the exact impact of ECC on bandwidth can be higher and depends on the memory access pattern. |
|
HBM2 memories, on the other hand, provide dedicated ECC resources, allowing overhead-free ECC |
|
protection.2 |
|
|
|
12.2.2. Effective Bandwidth Calculation |
|
|
|
Effective bandwidth is calculated by timing specific program activities and by knowing how data is |
|
accessed by the program. To do so, use this equation: |
|
|
|
Effective bandwidth = |
|
|
|
(Br + Bw) ÷ 109 |
|
|
|
÷ time |
|
|
|
( |
|
|
|
) |
|
|
|
Here, the effective bandwidth is in units of GB/s, Br is the number of bytes read per kernel, Bw is the |
|
number of bytes written per kernel, and time is given in seconds. |
|
|
|
For example, to compute the effective bandwidth of a 2048 x 2048 matrix copy, the following formula |
|
could be used: |
|
|
|
Effective bandwidth = |
|
|
|
(( |
|
|
|
) |
|
20482 × 4 × 2 |
|
|
|
) |
|
|
|
÷ 109 |
|
|
|
÷ time |
|
|
|
The number of elements is multiplied by the size of each element (4 bytes for a float), multiplied by 2 |
|
(because of the read and write), divided by 109 (or 1,0243) to obtain GB of memory transferred. This |
|
number is divided by the time in seconds to obtain GB/s. |
|
|
|
2 As an exception, scattered writes to HBM2 see some overhead from ECC but much less than the overhead with similar |
|
|
|
access patterns on ECC-protected GDDR5 memory. |
|
|
|
12.2. Bandwidth |
|
|
|
35 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
12.2.3. Throughput Reported by Visual Profiler |
|
|
|
For devices with compute capability of 2.0 or greater, the Visual Profiler can be used to collect several |
|
different memory throughput measures. The following throughput metrics can be displayed in the |
|
Details or Detail Graphs view: |
|
|
|
▶ Requested Global Load Throughput |
|
|
|
▶ Requested Global Store Throughput |
|
▶ Global Load Throughput |
|
|
|
▶ Global Store Throughput |
|
|
|
▶ DRAM Read Throughput |
|
|
|
▶ DRAM Write Throughput |
|
|
|
The Requested Global Load Throughput and Requested Global Store Throughput values indicate the |
|
global memory throughput requested by the kernel and therefore correspond to the effective band- |
|
width obtained by the calculation shown under Effective Bandwidth Calculation. |
|
|
|
Because the minimum memory transaction size is larger than most word sizes, the actual memory |
|
throughput required for a kernel can include the transfer of data not used by the kernel. For global |
|
memory accesses, this actual throughput is reported by the Global Load Throughput and Global Store |
|
Throughput values. |
|
|
|
It’s important to note that both numbers are useful. The actual memory throughput shows how close |
|
the code is to the hardware limit, and a comparison of the effective or requested bandwidth to the |
|
actual bandwidth presents a good estimate of how much bandwidth is wasted by suboptimal coalesc- |
|
ing of memory accesses (see Coalesced Access to Global Memory). For global memory accesses, this |
|
comparison of requested memory bandwidth to actual memory bandwidth is reported by the Global |
|
Memory Load Efficiency and Global Memory Store Efficiency metrics. |
|
|
|
36 |
|
|
|
Chapter 12. Performance Metrics |
|
|
|
Chapter 13. Memory Optimizations |
|
|
|
Memory optimizations are the most important area for performance. The goal is to maximize the use |
|
of the hardware by maximizing bandwidth. Bandwidth is best served by using as much fast memory |
|
and as little slow-access memory as possible. This chapter discusses the various kinds of memory on |
|
the host and device and how best to set up data items to use the memory effectively. |
|
|
|
13.1. Data Transfer Between Host and Device |
|
|
|
The peak theoretical bandwidth between the device memory and the GPU is much higher (898 GB/s |
|
on the NVIDIA Tesla V100, for example) than the peak theoretical bandwidth between host memory |
|
and device memory (16 GB/s on the PCIe x16 Gen3). Hence, for best overall application performance, |
|
it is important to minimize data transfer between the host and the device, even if that means running |
|
kernels on the GPU that do not demonstrate any speedup compared with running them on the host |
|
CPU. |
|
|
|
Note: High Priority: Minimize data transfer between the host and the device, even if it means running |
|
some kernels on the device that do not show performance gains when compared with running them |
|
on the host CPU. |
|
|
|
Intermediate data structures should be created in device memory, operated on by the device, and |
|
destroyed without ever being mapped by the host or copied to host memory. |
|
|
|
Also, because of the overhead associated with each transfer, batching many small transfers into one |
|
larger transfer performs significantly better than making each transfer separately, even if doing so |
|
requires packing non-contiguous regions of memory into a contiguous buffer and then unpacking |
|
after the transfer. |
|
|
|
Finally, higher bandwidth between the host and the device is achieved when using page-locked (or |
|
pinned) memory, as discussed in the CUDA C++ Programming Guide and the Pinned Memory section |
|
of this document. |
|
|
|
37 |
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CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
13.1.1. Pinned Memory |
|
|
|
Page-locked or pinned memory transfers attain the highest bandwidth between the host and the |
|
device. On PCIe x16 Gen3 cards, for example, pinned memory can attain roughly 12 GB/s transfer |
|
rates. |
|
|
|
Pinned memory is allocated using the cudaHostAlloc() functions in the Runtime API. The band- |
|
widthTest CUDA Sample shows how to use these functions as well as how to measure memory trans- |
|
fer performance. |
|
|
|
For regions of system memory that have already been pre-allocated, cudaHostRegister() can be |
|
used to pin the memory on-the-fly without the need to allocate a separate buffer and copy the data |
|
into it. |
|
|
|
Pinned memory should not be overused. Excessive use can reduce overall system performance be- |
|
cause pinned memory is a scarce resource, but how much is too much is difficult to know in advance. |
|
Furthermore, the pinning of system memory is a heavyweight operation compared to most normal |
|
system memory allocations, so as with all optimizations, test the application and the systems it runs |
|
on for optimal performance parameters. |
|
|
|
13.1.2. Asynchronous and Overlapping Transfers with |
|
|
|
Computation |
|
|
|
Data transfers between the host and the device using cudaMemcpy() are blocking transfers; that |
|
is, control is returned to the host thread only after the data transfer is complete. The cudaMem- |
|
cpyAsync() function is a non-blocking variant of cudaMemcpy() in which control is returned immedi- |
|
ately to the host thread. In contrast with cudaMemcpy(), the asynchronous transfer version requires |
|
pinned host memory (see Pinned Memory), and it contains an additional argument, a stream ID. A |
|
stream is simply a sequence of operations that are performed in order on the device. Operations in |
|
different streams can be interleaved and in some cases overlapped - a property that can be used to |
|
hide data transfers between the host and the device. |
|
|
|
Asynchronous transfers enable overlap of data transfers with computation in two different ways. On |
|
all CUDA-enabled devices, it is possible to overlap host computation with asynchronous data transfers |
|
and with device computations. For example, Overlapping computation and data transfers demon- |
|
strates how host computation in the routine cpuFunction() is performed while data is transferred |
|
to the device and a kernel using the device is executed. |
|
|
|
Overlapping computation and data transfers |
|
|
|
cudaMemcpyAsync(a_d, a_h, size, cudaMemcpyHostToDevice, 0); |
|
kernel<<<grid, block>>>(a_d); |
|
cpuFunction(); |
|
|
|
The last argument to the cudaMemcpyAsync() function is the stream ID, which in this case uses the |
|
default stream, stream 0. The kernel also uses the default stream, and it will not begin execution until |
|
the memory copy completes; therefore, no explicit synchronization is needed. Because the memory |
|
copy and the kernel both return control to the host immediately, the host function cpuFunction() |
|
overlaps their execution. |
|
|
|
38 |
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Chapter 13. Memory Optimizations |
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CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
In Overlapping computation and data transfers, the memory copy and kernel execution occur sequen- |
|
tially. On devices that are capable of concurrent copy and compute, it is possible to overlap kernel ex- |
|
ecution on the device with data transfers between the host and the device. Whether a device has this |
|
capability is indicated by the asyncEngineCount field of the cudaDeviceProp structure (or listed in |
|
the output of the deviceQuery CUDA Sample). On devices that have this capability, the overlap once |
|
again requires pinned host memory, and, in addition, the data transfer and kernel must use different, |
|
non-default streams (streams with non-zero stream IDs). Non-default streams are required for this |
|
overlap because memory copy, memory set functions, and kernel calls that use the default stream |
|
begin only after all preceding calls on the device (in any stream) have completed, and no operation on |
|
the device (in any stream) commences until they are finished. |
|
|
|
Concurrent copy and execute illustrates the basic technique. |
|
|
|
Concurrent copy and execute |
|
|
|
cudaStreamCreate(&stream1); |
|
cudaStreamCreate(&stream2); |
|
cudaMemcpyAsync(a_d, a_h, size, cudaMemcpyHostToDevice, stream1); |
|
kernel<<<grid, block, 0, stream2>>>(otherData_d); |
|
|
|
In this code, two streams are created and used in the data transfer and kernel executions as specified |
|
in the last arguments of the cudaMemcpyAsync call and the kernel’s execution configuration. |
|
|
|
Concurrent copy and execute demonstrates how to overlap kernel execution with asynchronous data |
|
transfer. This technique could be used when the data dependency is such that the data can be broken |
|
into chunks and transferred in multiple stages, launching multiple kernels to operate on each chunk |
|
as it arrives. Sequential copy and execute and Staged concurrent copy and execute demonstrate this. |
|
They produce equivalent results. The first segment shows the reference sequential implementation, |
|
which transfers and operates on an array of N floats (where N is assumed to be evenly divisible by |
|
nThreads). |
|
|
|
Sequential copy and execute |
|
|
|
cudaMemcpy(a_d, a_h, N*sizeof(float), dir); |
|
kernel<<<N∕nThreads, nThreads>>>(a_d); |
|
|
|
Staged concurrent copy and execute shows how the transfer and kernel execution can be broken up |
|
into nStreams stages. This approach permits some overlapping of the data transfer and execution. |
|
|
|
Staged concurrent copy and execute |
|
|
|
size=N*sizeof(float)∕nStreams; |
|
for (i=0; i<nStreams; i++) { |
|
|
|
offset = i*N∕nStreams; |
|
cudaMemcpyAsync(a_d+offset, a_h+offset, size, dir, stream[i]); |
|
kernel<<<N∕(nThreads*nStreams), nThreads, 0, |
|
stream[i]>>>(a_d+offset); |
|
|
|
} |
|
|
|
is assumed that N is evenly divisible by |
|
it |
|
(In Staged concurrent copy and execute, |
|
nThreads*nStreams.) Because execution within a stream occurs sequentially, none of the ker- |
|
nels will launch until the data transfers in their respective streams complete. Current GPUs can |
|
|
|
13.1. Data Transfer Between Host and Device |
|
|
|
39 |
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CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
simultaneously process asynchronous data transfers and execute kernels. GPUs with a single copy |
|
engine can perform one asynchronous data transfer and execute kernels whereas GPUs with two copy |
|
engines can simultaneously perform one asynchronous data transfer from the host to the device, one |
|
asynchronous data transfer from the device to the host, and execute kernels. The number of copy |
|
engines on a GPU is given by the asyncEngineCount field of the cudaDeviceProp structure, which |
|
is also listed in the output of the deviceQuery CUDA Sample. (It should be mentioned that it is not |
|
possible to overlap a blocking transfer with an asynchronous transfer, because the blocking transfer |
|
occurs in the default stream, so it will not begin until all previous CUDA calls complete. It will not allow |
|
any other CUDA call to begin until it has completed.) A diagram depicting the timeline of execution |
|
for the two code segments is shown in Figure 1, and nStreams is equal to 4 for Staged concurrent |
|
copy and execute in the bottom half of the figure. |
|
|
|
Fig. 1: Timeline comparison for copy and kernel execution |
|
|
|
Top Sequential |
|
|
|
Bottom |
|
|
|
Concurrent |
|
|
|
For this example, it is assumed that the data transfer and kernel execution times are comparable. In |
|
such cases, and when the execution time (tE) exceeds the transfer time (tT), a rough estimate for the |
|
overall time is tE + tT/nStreams for the staged version versus tE + tT for the sequential version. If the |
|
transfer time exceeds the execution time, a rough estimate for the overall time is tT + tE/nStreams. |
|
|
|
13.1.3. Zero Copy |
|
|
|
Zero copy is a feature that was added in version 2.2 of the CUDA Toolkit. It enables GPU threads to |
|
directly access host memory. For this purpose, it requires mapped pinned (non-pageable) memory. |
|
On integrated GPUs (i.e., GPUs with the integrated field of the CUDA device properties structure set |
|
to 1), mapped pinned memory is always a performance gain because it avoids superfluous copies as |
|
integrated GPU and CPU memory are physically the same. On discrete GPUs, mapped pinned memory |
|
is advantageous only in certain cases. Because the data is not cached on the GPU, mapped pinned |
|
memory should be read or written only once, and the global loads and stores that read and write the |
|
memory should be coalesced. Zero copy can be used in place of streams because kernel-originated |
|
data transfers automatically overlap kernel execution without the overhead of setting up and deter- |
|
mining the optimal number of streams. |
|
|
|
Note: Low Priority: Use zero-copy operations on integrated GPUs for CUDA Toolkit version 2.2 and |
|
later. |
|
|
|
40 |
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|
|
Chapter 13. Memory Optimizations |
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|
|
The host code in Zero-copy host code shows how zero copy is typically set up. |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
Zero-copy host code |
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|
|
float *a_h, *a_map; |
|
... |
|
cudaGetDeviceProperties(&prop, 0); |
|
if (!prop.canMapHostMemory) |
|
|
|
exit(0); |
|
|
|
cudaSetDeviceFlags(cudaDeviceMapHost); |
|
cudaHostAlloc(&a_h, nBytes, cudaHostAllocMapped); |
|
cudaHostGetDevicePointer(&a_map, a_h, 0); |
|
kernel<<<gridSize, blockSize>>>(a_map); |
|
|
|
In this code, the canMapHostMemory field of the structure returned by cudaGetDeviceProper- |
|
ties() is used to check that the device supports mapping host memory to the device’s address |
|
space. Page-locked memory mapping is enabled by calling cudaSetDeviceFlags() with cudaDe- |
|
viceMapHost. Note that cudaSetDeviceFlags() must be called prior to setting a device or making |
|
a CUDA call that requires state (that is, essentially, before a context is created). Page-locked mapped |
|
host memory is allocated using cudaHostAlloc(), and the pointer to the mapped device address |
|
space is obtained via the function cudaHostGetDevicePointer(). |
|
In the code in Zero-copy host |
|
code, kernel() can reference the mapped pinned host memory using the pointer a_map in exactly |
|
the same was as it would if a_map referred to a location in device memory. |
|
|
|
Note: Mapped pinned host memory allows you to overlap CPU-GPU memory transfers with compu- |
|
tation while avoiding the use of CUDA streams. But since any repeated access to such memory areas |
|
causes repeated CPU-GPU transfers, consider creating a second area in device memory to manually |
|
cache the previously read host memory data. |
|
|
|
13.1.4. Unified Virtual Addressing |
|
|
|
Devices of compute capability 2.0 and later support a special addressing mode called Unified Virtual |
|
Addressing (UVA) on 64-bit Linux and Windows. With UVA, the host memory and the device memories |
|
of all installed supported devices share a single virtual address space. |
|
|
|
Prior to UVA, an application had to keep track of which pointers referred to device memory (and for |
|
which device) and which referred to host memory as a separate bit of metadata (or as hard-coded |
|
information in the program) for each pointer. Using UVA, on the other hand, the physical memory |
|
space to which a pointer points can be determined simply by inspecting the value of the pointer using |
|
cudaPointerGetAttributes(). |
|
|
|
Under UVA, pinned host memory allocated with cudaHostAlloc() will have identical host and de- |
|
vice pointers, so it is not necessary to call cudaHostGetDevicePointer() for such allocations. Host |
|
memory allocations pinned after-the-fact via cudaHostRegister(), however, will continue to have |
|
different device pointers than their host pointers, so cudaHostGetDevicePointer() remains nec- |
|
essary in that case. |
|
|
|
UVA is also a necessary precondition for enabling peer-to-peer (P2P) transfer of data directly across |
|
the PCIe bus or NVLink for supported GPUs in supported configurations, bypassing host memory. |
|
|
|
See the CUDA C++ Programming Guide for further explanations and software requirements for UVA |
|
and P2P. |
|
|
|
13.1. Data Transfer Between Host and Device |
|
|
|
41 |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
13.2. Device Memory Spaces |
|
|
|
CUDA devices use several memory spaces, which have different characteristics that reflect their dis- |
|
tinct usages in CUDA applications. These memory spaces include global, local, shared, texture, and |
|
registers, as shown in Figure 2. |
|
|
|
Fig. 2: Memory spaces on a CUDA device |
|
|
|
Of these different memory spaces, global memory is the most plentiful; see Features and Technical |
|
Specifications of the CUDA C++ Programming Guide for the amounts of memory available in each |
|
memory space at each compute capability level. Global, local, and texture memory have the greatest |
|
access latency, followed by constant memory, shared memory, and the register file. |
|
|
|
The various principal traits of the memory types are shown in Table 1. |
|
|
|
42 |
|
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|
Chapter 13. Memory Optimizations |
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|
|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
Table 1: Table 1. Salient Features of Device Memory |
|
|
|
Location |
|
on/off |
|
chip |
|
|
|
On |
|
|
|
Off |
|
|
|
On |
|
|
|
CachedAc- |
|
cess |
|
|
|
Scope |
|
|
|
Life- |
|
time |
|
|
|
n/a |
|
|
|
R/W 1 thread |
|
|
|
Thread |
|
|
|
Yes†† R/W 1 thread |
|
|
|
Thread |
|
|
|
n/a |
|
|
|
R/W All |
|
|
|
Block |
|
|
|
threads |
|
in block |
|
|
|
Off |
|
|
|
† |
|
|
|
R/W All |
|
|
|
Off |
|
|
|
Yes |
|
|
|
R |
|
|
|
Off |
|
|
|
Yes |
|
|
|
R |
|
|
|
threads + |
|
host |
|
|
|
All |
|
threads + |
|
host |
|
|
|
All |
|
threads + |
|
host |
|
|
|
Host |
|
alloca- |
|
tion |
|
|
|
Host |
|
alloca- |
|
tion |
|
|
|
Host |
|
alloca- |
|
tion |
|
|
|
Memory |
|
|
|
Register |
|
|
|
Local |
|
|
|
Shared |
|
|
|
Global |
|
|
|
Constant |
|
|
|
Texture |
|
|
|
† Cached in L1 and L2 by default on devices of com- |
|
pute capability 6.0 and 7.x; cached only in L2 by |
|
default on devices of lower compute capabilities, |
|
though some allow opt-in to caching in L1 as well |
|
via compilation flags. |
|
|
|
†† Cached in L1 and L2 by default except on devices |
|
of compute capability 5.x; devices of compute capa- |
|
bility 5.x cache locals only in L2. |
|
|
|
In the case of texture access, if a texture reference is bound to a linear array in global memory, then |
|
the device code can write to the underlying array. Texture references that are bound to CUDA arrays |
|
can be written to via surface-write operations by binding a surface to the same underlying CUDA array |
|
storage). Reading from a texture while writing to its underlying global memory array in the same kernel |
|
launch should be avoided because the texture caches are read-only and are not invalidated when the |
|
associated global memory is modified. |
|
|
|
13.2.1. Coalesced Access to Global Memory |
|
|
|
A very important performance consideration in programming for CUDA-capable GPU architectures is |
|
the coalescing of global memory accesses. Global memory loads and stores by threads of a warp are |
|
coalesced by the device into as few as possible transactions. |
|
|
|
Note: High Priority: Ensure global memory accesses are coalesced whenever possible. |
|
|
|
The access requirements for coalescing depend on the compute capability of the device and are doc- |
|
umented in the CUDA C++ Programming Guide. |
|
|
|
13.2. Device Memory Spaces |
|
|
|
43 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
For devices of compute capability 6.0 or higher, the requirements can be summarized quite easily: the |
|
concurrent accesses of the threads of a warp will coalesce into a number of transactions equal to the |
|
number of 32-byte transactions necessary to service all of the threads of the warp. |
|
|
|
For certain devices of compute capability 5.2, L1-caching of accesses to global memory can be option- |
|
ally enabled. If L1-caching is enabled on these devices, the number of required transactions is equal |
|
to the number of required 128-byte aligned segments. |
|
|
|
Note: On devices of compute capability 6.0 or higher, L1-caching is the default, however the data |
|
access unit is 32-byte regardless of whether global loads are cached in L1 or not. |
|
|
|
On devices with GDDR memory, accessing memory in a coalesced way is even more important when |
|
ECC is turned on. Scattered accesses increase ECC memory transfer overhead, especially when writing |
|
data to global memory. |
|
|
|
Coalescing concepts are illustrated in the following simple examples. These examples assume com- |
|
pute capability 6.0 or higher and that accesses are for 4-byte words, unless otherwise noted. |
|
|
|
13.2.1.1 A Simple Access Pattern |
|
|
|
The first and simplest case of coalescing can be achieved by any CUDA-enabled device of compute |
|
capability 6.0 or higher: the k-th thread accesses the k-th word in a 32-byte aligned array. Not all |
|
threads need to participate. |
|
|
|
For example, if the threads of a warp access adjacent 4-byte words (e.g., adjacent float values), four |
|
coalesced 32-byte transactions will service that memory access. Such a pattern is shown in Figure 3. |
|
|
|
Fig. 3: Coalesced access |
|
|
|
This access pattern results in four 32-byte transactions, indicated by the red rectangles. |
|
|
|
If from any of the four 32-byte segments only a subset of the words are requested (e.g. |
|
if several |
|
threads had accessed the same word or if some threads did not participate in the access), the full |
|
segment is fetched anyway. Furthermore, if accesses by the threads of the warp had been permuted |
|
within or accross the four segments, still only four 32-byte transactions would have been performed |
|
by a device with compute capability 6.0 or higher. |
|
|
|
13.2.1.2 A Sequential but Misaligned Access Pattern |
|
|
|
If sequential threads in a warp access memory that is sequential but not aligned with a 32-byte seg- |
|
ment, five 32-byte segments will be requested, as shown in Figure 4. |
|
|
|
Memory allocated through the CUDA Runtime API, such as via cudaMalloc(), is guaranteed to be |
|
aligned to at least 256 bytes. Therefore, choosing sensible thread block sizes, such as multiples of the |
|
warp size (i.e., 32 on current GPUs), facilitates memory accesses by warps that are properly aligned. |
|
(Consider what would happen to the memory addresses accessed by the second, third, and subse- |
|
quent thread blocks if the thread block size was not a multiple of warp size, for example.) |
|
|
|
44 |
|
|
|
Chapter 13. Memory Optimizations |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
Fig. 4: Misaligned sequential addresses that fall within five 32-byte segments |
|
|
|
13.2.1.3 Effects of Misaligned Accesses |
|
|
|
It is easy and informative to explore the ramifications of misaligned accesses using a simple copy |
|
kernel, such as the one in A copy kernel that illustrates misaligned accesses. |
|
|
|
A copy kernel that illustrates misaligned accesses |
|
|
|
__global__ void offsetCopy(float *odata, float* idata, int offset) |
|
{ |
|
|
|
int xid = blockIdx.x * blockDim.x + threadIdx.x + offset; |
|
odata[xid] = idata[xid]; |
|
|
|
} |
|
|
|
In A copy kernel that illustrates misaligned accesses, data is copied from the input array idata to the |
|
output array, both of which exist in global memory. The kernel is executed within a loop in host code |
|
that varies the parameter offset from 0 to 32. (e.g. Figure 4 corresponds to this misalignments) The |
|
effective bandwidth for the copy with various offsets on an NVIDIA Tesla V100 (compute capability |
|
7.0) is shown in Figure 5. |
|
|
|
Fig. 5: Performance of offsetCopy kernel |
|
|
|
13.2. Device Memory Spaces |
|
|
|
45 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
For the NVIDIA Tesla V100, global memory accesses with no offset or with offsets that are multiples |
|
of 8 words result in four 32-byte transactions. The achieved bandwidth is approximately 790 GB/s. |
|
Otherwise, five 32-byte segments are loaded per warp, and we would expect approximately 4/5th of |
|
the memory throughput achieved with no offsets. |
|
|
|
In this particular example, the offset memory throughput achieved is, however, approximately 9/10th, |
|
because adjacent warps reuse the cache lines their neighbors fetched. So while the impact is still |
|
evident it is not as large as we might have expected. It would have been more so if adjacent warps had |
|
not exhibited such a high degree of reuse of the over-fetched cache lines. |
|
|
|
13.2.1.4 Strided Accesses |
|
|
|
As seen above, in the case of misaligned sequential accesses, caches help to alleviate the performance |
|
impact. It may be different with non-unit-strided accesses, however, and this is a pattern that occurs |
|
frequently when dealing with multidimensional data or matrices. For this reason, ensuring that as |
|
much as possible of the data in each cache line fetched is actually used is an important part of per- |
|
formance optimization of memory accesses on these devices. |
|
|
|
To illustrate the effect of strided access on effective bandwidth, see the kernel strideCopy() in |
|
A kernel to illustrate non-unit stride data copy, which copies data with a stride of stride elements |
|
between threads from idata to odata. |
|
|
|
A kernel to illustrate non-unit stride data copy |
|
|
|
__global__ void strideCopy(float *odata, float* idata, int stride) |
|
{ |
|
|
|
int xid = (blockIdx.x*blockDim.x + threadIdx.x)*stride; |
|
odata[xid] = idata[xid]; |
|
|
|
} |
|
|
|
Figure 6 illustrates such a situation; in this case, threads within a warp access words in memory with a |
|
stride of 2. This action leads to a load of eight L2 cache segments per warp on the Tesla V100 (compute |
|
capability 7.0). |
|
|
|
Fig. 6: Adjacent threads accessing memory with a stride of 2 |
|
|
|
A stride of 2 results in a 50% of load/store efficiency since half the elements in the transaction are not |
|
used and represent wasted bandwidth. As the stride increases, the effective bandwidth decreases |
|
|
|
46 |
|
|
|
Chapter 13. Memory Optimizations |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
until the point where 32 32-byte segments are loaded for the 32 threads in a warp, as indicated in |
|
Figure 7. |
|
|
|
Fig. 7: Performance of strideCopy kernel |
|
|
|
As illustrated in Figure 7, non-unit-stride global memory accesses should be avoided whenever possi- |
|
ble. One method for doing so utilizes shared memory, which is discussed in the next section. |
|
|
|
13.2.2. L2 Cache |
|
|
|
Starting with CUDA 11.0, devices of compute capability 8.0 and above have the capability to influ- |
|
ence persistence of data in the L2 cache. Because L2 cache is on-chip, it potentially provides higher |
|
bandwidth and lower latency accesses to global memory. |
|
|
|
For more details refer to the L2 Access Management section in the CUDA C++ Programming Guide. |
|
|
|
13.2.2.1 L2 Cache Access Window |
|
|
|
When a CUDA kernel accesses a data region in the global memory repeatedly, such data accesses can |
|
be considered to be persisting. On the other hand, if the data is only accessed once, such data accesses |
|
can be considered to be streaming. A portion of the L2 cache can be set aside for persistent accesses |
|
to a data region in global memory. If this set-aside portion is not used by persistent accesses, then |
|
streaming or normal data accesses can use it. |
|
|
|
The L2 cache set-aside size for persisting accesses may be adjusted, within limits: |
|
|
|
cudaGetDeviceProperties(&prop, device_id); |
|
cudaDeviceSetLimit(cudaLimitPersistingL2CacheSize, prop.persistingL2CacheMaxSize); ∕* |
|
,→Set aside max possible size of L2 cache for persisting accesses *∕ |
|
|
|
13.2. Device Memory Spaces |
|
|
|
47 |
|
|
|
∕∕ |
|
|
|
∕∕ |
|
|
|
∕∕ (Must |
|
|
|
∕∕ Hint |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
Mapping of user data to L2 set-aside portion can be controlled using an access policy window on a |
|
CUDA stream or CUDA graph kernel node. The example below shows how to use the access policy |
|
window on a CUDA stream. |
|
|
|
cudaStreamAttrValue stream_attribute; |
|
,→Stream level attributes data structure |
|
stream_attribute.accessPolicyWindow.base_ptr |
|
,→Global Memory data pointer |
|
stream_attribute.accessPolicyWindow.num_bytes = num_bytes; |
|
,→Number of bytes for persisting accesses. |
|
|
|
= reinterpret_cast<void*>(ptr); ∕∕ |
|
|
|
,→be less than cudaDeviceProp::accessPolicyMaxWindowSize) |
|
stream_attribute.accessPolicyWindow.hitRatio |
|
,→for L2 cache hit ratio for persisting accesses in the num_bytes region |
|
stream_attribute.accessPolicyWindow.hitProp |
|
,→of access property on cache hit |
|
stream_attribute.accessPolicyWindow.missProp |
|
,→of access property on cache miss. |
|
|
|
= 1.0; |
|
|
|
= cudaAccessPropertyPersisting; ∕∕ Type |
|
|
|
= cudaAccessPropertyStreaming; |
|
|
|
∕∕ Type |
|
|
|
∕∕Set the attributes to a CUDA stream of type cudaStream_t |
|
cudaStreamSetAttribute(stream, cudaStreamAttributeAccessPolicyWindow, &stream_ |
|
,→attribute); |
|
|
|
The access policy window requires a value for hitRatio and num_bytes. Depending on the value of |
|
the num_bytes parameter and the size of L2 cache, one may need to tune the value of hitRatio to |
|
avoid thrashing of L2 cache lines. |
|
|
|
13.2.2.2 Tuning the Access Window Hit-Ratio |
|
|
|
The hitRatio parameter can be used to specify the fraction of accesses that receive the hitProp |
|
property. For example, if the hitRatio value is 0.6, 60% of the memory accesses in the global memory |
|
region [ptr..ptr+num_bytes) have the persisting property and 40% of the memory accesses have the |
|
streaming property. To understand the effect of hitRatio and num_bytes, we use a sliding window |
|
micro benchmark. |
|
|
|
This microbenchmark uses a 1024 MB region in GPU global memory. First, we set aside 30 MB of the |
|
L2 cache for persisting accesses using cudaDeviceSetLimit(), as discussed above. Then, as shown |
|
in the figure below, we specify that the accesses to the first freqSize * sizeof(int) bytes of the |
|
memory region are persistent. This data will thus use the L2 set-aside portion. In our experiment, we |
|
vary the size of this persistent data region from 10 MB to 60 MB to model various scenarios where |
|
data fits in or exceeds the available L2 set-aside portion of 30 MB. Note that the NVIDIA Tesla A100 |
|
GPU has 40 MB of total L2 cache capacity. Accesses to the remaining data of the memory region (i.e., |
|
streaming data) are considered normal or streaming accesses and will thus use the remaining 10 MB |
|
of the non set-aside L2 portion (unless part of the L2 set-aside portion is unused). |
|
|
|
Consider the following kernel code and access window parameters, as the implementation of the slid- |
|
ing window experiment. |
|
|
|
__global__ void kernel(int *data_persistent, int *data_streaming, int dataSize, int |
|
,→freqSize) { |
|
|
|
int tid = blockIdx.x * blockDim.x + threadIdx.x; |
|
|
|
∕*Each CUDA thread accesses one element in the persistent data section |
|
|
|
and one element in the streaming data section. |
|
Because the size of the persistent memory region (freqSize * sizeof(int) bytes) |
|
|
|
,→is much |
|
|
|
48 |
|
|
|
(continues on next page) |
|
|
|
Chapter 13. Memory Optimizations |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
Fig. 8: Mapping Persistent data accesses to set-aside L2 in sliding window experiment |
|
|
|
smaller than the size of the streaming memory region (dataSize * sizeof(int) |
|
|
|
,→bytes), data |
|
|
|
in the persistent region is accessed more frequently*∕ |
|
|
|
(continued from previous page) |
|
|
|
data_persistent[tid % freqSize] = 2 * data_persistent[tid % freqSize]; |
|
data_streaming[tid % dataSize] = 2 * data_streaming[tid % dataSize]; |
|
|
|
} |
|
|
|
stream_attribute.accessPolicyWindow.base_ptr |
|
,→persistent); |
|
stream_attribute.accessPolicyWindow.num_bytes = freqSize * sizeof(int); |
|
,→bytes for persisting accesses in range 10-60 MB |
|
stream_attribute.accessPolicyWindow.hitRatio |
|
,→cache hit ratio. Fixed value 1.0 |
|
|
|
= 1.0; |
|
|
|
= reinterpret_cast<void*>(data_ |
|
|
|
∕∕Number of |
|
|
|
∕∕Hint for |
|
|
|
The performance of the above kernel is shown in the chart below. When the persistent data region |
|
fits well into the 30 MB set-aside portion of the L2 cache, a performance increase of as much as 50% |
|
is observed. However, once the size of this persistent data region exceeds the size of the L2 set-aside |
|
cache portion, approximately 10% performance drop is observed due to thrashing of L2 cache lines. |
|
|
|
Fig. 9: The performance of the sliding-window benchmark with fixed hit-ratio of 1.0 |
|
|
|
13.2. Device Memory Spaces |
|
|
|
49 |
|
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|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
In order to optimize the performance, when the size of the persistent data is more than the size of the |
|
set-aside L2 cache portion, we tune the num_bytes and hitRatio parameters in the access window |
|
as below. |
|
|
|
stream_attribute.accessPolicyWindow.base_ptr |
|
,→persistent); |
|
stream_attribute.accessPolicyWindow.num_bytes = 20*1024*1024; |
|
,→ |
|
stream_attribute.accessPolicyWindow.hitRatio |
|
,→((float)freqSize*sizeof(int)); |
|
|
|
∕∕20 MB |
|
|
|
= (20*1024*1024)∕ |
|
∕∕Such that up to 20MB of data is resident. |
|
|
|
= reinterpret_cast<void*>(data_ |
|
|
|
|
|
|
|
We fix the num_bytes in the access window to 20 MB and tune the hitRatio such that a random 20 |
|
MB of the total persistent data is resident in the L2 set-aside cache portion. The remaining portion |
|
of this persistent data will be accessed using the streaming property. This helps in reducing cache |
|
thrashing. The results are shown in the chart below, where we see good performance regardless of |
|
whether the persistent data fits in the L2 set-aside or not. |
|
|
|
Fig. 10: The performance of the sliding-window benchmark with tuned hit-ratio |
|
|
|
13.2.3. Shared Memory |
|
|
|
Because it is on-chip, shared memory has much higher bandwidth and lower latency than local and |
|
global memory - provided there are no bank conflicts between the threads, as detailed in the following |
|
section. |
|
|
|
50 |
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|
Chapter 13. Memory Optimizations |
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|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
13.2.3.1 Shared Memory and Memory Banks |
|
|
|
To achieve high memory bandwidth for concurrent accesses, shared memory is divided into equally |
|
sized memory modules (banks) that can be accessed simultaneously. Therefore, any memory load or |
|
store of n addresses that spans n distinct memory banks can be serviced simultaneously, yielding an |
|
effective bandwidth that is n times as high as the bandwidth of a single bank. |
|
|
|
However, if multiple addresses of a memory request map to the same memory bank, the accesses |
|
are serialized. The hardware splits a memory request that has bank conflicts into as many separate |
|
conflict-free requests as necessary, decreasing the effective bandwidth by a factor equal to the num- |
|
ber of separate memory requests. The one exception here is when multiple threads in a warp address |
|
the same shared memory location, resulting in a broadcast. |
|
In this case, multiple broadcasts from |
|
different banks are coalesced into a single multicast from the requested shared memory locations to |
|
the threads. |
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|
|
To minimize bank conflicts, it is important to understand how memory addresses map to memory |
|
banks and how to optimally schedule memory requests. |
|
|
|
On devices of compute capability 5.x or newer, each bank has a bandwidth of 32 bits every clock cycle, |
|
and successive 32-bit words are assigned to successive banks. The warp size is 32 threads and the |
|
number of banks is also 32, so bank conflicts can occur between any threads in the warp. See Compute |
|
Capability 5.x in the CUDA C++ Programming Guide for further details. |
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|
|
13.2.3.2 Shared Memory in Matrix Multiplication (C=AB) |
|
|
|
Shared memory enables cooperation between threads in a block. When multiple threads in a block |
|
use the same data from global memory, shared memory can be used to access the data from global |
|
memory only once. Shared memory can also be used to avoid uncoalesced memory accesses by loading |
|
and storing data in a coalesced pattern from global memory and then reordering it in shared memory. |
|
Aside from memory bank conflicts, there is no penalty for non-sequential or unaligned accesses by a |
|
warp in shared memory. |
|
|
|
The use of shared memory is illustrated via the simple example of a matrix multiplication C = AB for |
|
the case with A of dimension Mxw, B of dimension wxN, and C of dimension MxN. To keep the kernels |
|
simple, M and N are multiples of 32, since the warp size (w) is 32 for current devices. |
|
|
|
A natural decomposition of the problem is to use a block and tile size of wxw threads. Therefore, in |
|
terms of wxw tiles, A is a column matrix, B is a row matrix, and C is their outer product; see Figure 11. A |
|
grid of N/w by M/w blocks is launched, where each thread block calculates the elements of a different |
|
tile in C from a single tile of A and a single tile of B. |
|
|
|
To do this, the simpleMultiply kernel (Unoptimized matrix multiplication) calculates the output el- |
|
ements of a tile of matrix C. |
|
|
|
Unoptimized matrix multiplication |
|
|
|
__global__ void simpleMultiply(float *a, float* b, float *c, |
|
|
|
int N) |
|
|
|
{ |
|
|
|
int row = blockIdx.y * blockDim.y + threadIdx.y; |
|
int col = blockIdx.x * blockDim.x + threadIdx.x; |
|
float sum = 0.0f; |
|
for (int i = 0; i < TILE_DIM; i++) { |
|
|
|
sum += a[row*TILE_DIM+i] * b[i*N+col]; |
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13.2. Device Memory Spaces |
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51 |
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(continues on next page) |
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CUDA C++ Best Practices Guide, Release 12.5 |
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Fig. 11: Block-column matrix multiplied by block-row matrix. Block-column matrix (A) multiplied by |
|
block-row matrix (B) with resulting product matrix (C). |
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(continued from previous page) |
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} |
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c[row*N+col] = sum; |
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} |
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|
In Unoptimized matrix multiplication, a, b, and c are pointers to global memory for the matrices A, B, |
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and C, respectively; blockDim.x, blockDim.y, and TILE_DIM are all equal to w. Each thread in the |
|
wxw-thread block calculates one element in a tile of C. row and col are the row and column of the |
|
element in C being calculated by a particular thread. The for loop over i multiplies a row of A by a |
|
column of B, which is then written to C. |
|
|
|
The effective bandwidth of this kernel is 119.9 GB/s on an NVIDIA Tesla V100. To analyze performance, |
|
it is necessary to consider how warps access global memory in the for loop. Each warp of threads |
|
calculates one row of a tile of C, which depends on a single row of A and an entire tile of B as illustrated |
|
in Figure 12. |
|
|
|
Fig. 12: Computing a row of a tile. Computing a row of a tile in C using one row of A and an entire tile |
|
of B. |
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For each iteration i of the for loop, the threads in a warp read a row of the B tile, which is a sequential |
|
and coalesced access for all compute capabilities. |
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However, for each iteration i, all threads in a warp read the same value from global memory for matrix |
|
A, as the index row*TILE_DIM+i is constant within a warp. Even though such an access requires |
|
only 1 transaction on devices of compute capability 2.0 or higher, there is wasted bandwidth in the |
|
transaction, because only one 4-byte word out of 8 words in a 32-byte cache segment is used. We can |
|
reuse this cache line in subsequent iterations of the loop, and we would eventually utilize all 8 words; |
|
however, when many warps execute on the same multiprocessor simultaneously, as is generally the |
|
case, the cache line may easily be evicted from the cache between iterations i and i+1. |
|
|
|
The performance on a device of any compute capability can be improved by reading a tile of A into |
|
shared memory as shown in Using shared memory to improve the global memory load efficiency in |
|
matrix multiplication. |
|
|
|
Using shared memory to improve the global memory load efficiency in matrix multiplication |
|
|
|
__global__ void coalescedMultiply(float *a, float* b, float *c, |
|
|
|
int N) |
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|
|
{ |
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|
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} |
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__shared__ float aTile[TILE_DIM][TILE_DIM]; |
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|
|
int row = blockIdx.y * blockDim.y + threadIdx.y; |
|
int col = blockIdx.x * blockDim.x + threadIdx.x; |
|
float sum = 0.0f; |
|
aTile[threadIdx.y][threadIdx.x] = a[row*TILE_DIM+threadIdx.x]; |
|
__syncwarp(); |
|
for (int i = 0; i < TILE_DIM; i++) { |
|
|
|
sum += aTile[threadIdx.y][i]* b[i*N+col]; |
|
|
|
} |
|
c[row*N+col] = sum; |
|
|
|
In Using shared memory to improve the global memory load efficiency in matrix multiplication, each |
|
element in a tile of A is read from global memory only once, in a fully coalesced fashion (with no |
|
wasted bandwidth), to shared memory. Within each iteration of the for loop, a value in shared mem- |
|
ory is broadcast to all threads in a warp. Instead of a __syncthreads()synchronization barrier call, |
|
a __syncwarp() is sufficient after reading the tile of A into shared memory because only threads |
|
within the warp that write the data into shared memory read this data. This kernel has an effective |
|
bandwidth of 144.4 GB/s on an NVIDIA Tesla V100. This illustrates the use of the shared memory as |
|
a user-managed cache when the hardware L1 cache eviction policy does not match up well with the |
|
needs of the application or when L1 cache is not used for reads from global memory. |
|
|
|
A further improvement can be made to how Using shared memory to improve the global memory load |
|
efficiency in matrix multiplication deals with matrix B. In calculating each of the rows of a tile of matrix |
|
C, the entire tile of B is read. The repeated reading of the B tile can be eliminated by reading it into |
|
shared memory once (Improvement by reading additional data into shared memory). |
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13.2. Device Memory Spaces |
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53 |
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Improvement by reading additional data into shared memory |
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__global__ void sharedABMultiply(float *a, float* b, float *c, |
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|
|
int N) |
|
|
|
{ |
|
|
|
} |
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|
|
__shared__ float aTile[TILE_DIM][TILE_DIM], |
|
bTile[TILE_DIM][TILE_DIM]; |
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|
|
int row = blockIdx.y * blockDim.y + threadIdx.y; |
|
int col = blockIdx.x * blockDim.x + threadIdx.x; |
|
float sum = 0.0f; |
|
aTile[threadIdx.y][threadIdx.x] = a[row*TILE_DIM+threadIdx.x]; |
|
bTile[threadIdx.y][threadIdx.x] = b[threadIdx.y*N+col]; |
|
__syncthreads(); |
|
for (int i = 0; i < TILE_DIM; i++) { |
|
|
|
sum += aTile[threadIdx.y][i]* bTile[i][threadIdx.x]; |
|
|
|
} |
|
c[row*N+col] = sum; |
|
|
|
Note that in Improvement by reading additional data into shared memory, a __syncthreads() call is |
|
required after reading the B tile because a warp reads data from shared memory that were written to |
|
shared memory by different warps. The effective bandwidth of this routine is 195.5 GB/s on an NVIDIA |
|
Tesla V100. Note that the performance improvement is not due to improved coalescing in either case, |
|
but to avoiding redundant transfers from global memory. |
|
|
|
The results of the various optimizations are summarized in Table 2. |
|
|
|
Table 2: Table 2. Performance Improvements Optimizing C = |
|
AB Matrix Multiply :class table-no-stripes |
|
|
|
Optimization |
|
|
|
No optimization |
|
|
|
Coalesced using shared memory to store a tile of A |
|
|
|
NVIDIA Tesla V100 |
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|
|
119.9 GB/s |
|
|
|
144.4 GB/s |
|
|
|
Using shared memory to eliminate redundant reads of a tile of B 195.5 GB/s |
|
|
|
Note: Medium Priority: Use shared memory to avoid redundant transfers from global memory. |
|
|
|
13.2.3.3 Shared Memory in Matrix Multiplication (C=AAT) |
|
|
|
A variant of the previous matrix multiplication can be used to illustrate how strided accesses to global |
|
memory, as well as shared memory bank conflicts, are handled. This variant simply uses the transpose |
|
of A in place of B, so C = AAT. |
|
|
|
A simple implementation for C = AAT is shown in Unoptimized handling of strided accesses to global |
|
memory |
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54 |
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Unoptimized handling of strided accesses to global memory |
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|
|
__global__ void simpleMultiply(float *a, float *c, int M) |
|
{ |
|
|
|
int row = blockIdx.y * blockDim.y + threadIdx.y; |
|
int col = blockIdx.x * blockDim.x + threadIdx.x; |
|
float sum = 0.0f; |
|
for (int i = 0; i < TILE_DIM; i++) { |
|
|
|
sum += a[row*TILE_DIM+i] * a[col*TILE_DIM+i]; |
|
|
|
} |
|
c[row*M+col] = sum; |
|
|
|
} |
|
|
|
In Unoptimized handling of strided accesses to global memory, the row-th, col-th element of C is ob- |
|
tained by taking the dot product of the row-th and col-th rows of A. The effective bandwidth for this |
|
kernel is 12.8 GB/s on an NVIDIA Tesla V100. These results are substantially lower than the corre- |
|
sponding measurements for the C = AB kernel. The difference is in how threads in a half warp access |
|
elements of A in the second term, a[col*TILE_DIM+i], for each iteration i. For a warp of threads, |
|
col represents sequential columns of the transpose of A, and therefore col*TILE_DIM represents a |
|
strided access of global memory with a stride of w, resulting in plenty of wasted bandwidth. |
|
|
|
The way to avoid strided access is to use shared memory as before, except in this case a warp reads a |
|
row of A into a column of a shared memory tile, as shown in An optimized handling of strided accesses |
|
using coalesced reads from global memory. |
|
|
|
An optimized handling of strided accesses using coalesced reads from global memory |
|
|
|
__global__ void coalescedMultiply(float *a, float *c, int M) |
|
{ |
|
|
|
__shared__ float aTile[TILE_DIM][TILE_DIM], |
|
|
|
transposedTile[TILE_DIM][TILE_DIM]; |
|
|
|
int row = blockIdx.y * blockDim.y + threadIdx.y; |
|
int col = blockIdx.x * blockDim.x + threadIdx.x; |
|
float sum = 0.0f; |
|
aTile[threadIdx.y][threadIdx.x] = a[row*TILE_DIM+threadIdx.x]; |
|
transposedTile[threadIdx.x][threadIdx.y] = |
|
|
|
a[(blockIdx.x*blockDim.x + threadIdx.y)*TILE_DIM + |
|
threadIdx.x]; |
|
|
|
__syncthreads(); |
|
for (int i = 0; i < TILE_DIM; i++) { |
|
|
|
sum += aTile[threadIdx.y][i]* transposedTile[i][threadIdx.x]; |
|
|
|
} |
|
c[row*M+col] = sum; |
|
|
|
} |
|
|
|
An optimized handling of strided accesses using coalesced reads from global memory uses the shared |
|
transposedTile to avoid uncoalesced accesses in the second term in the dot product and the shared |
|
aTile technique from the previous example to avoid uncoalesced accesses in the first term. The |
|
effective bandwidth of this kernel is 140.2 GB/s on an NVIDIA Tesla V100.These results are lower than |
|
those obtained by the final kernel for C = AB. The cause of the difference is shared memory bank |
|
conflicts. |
|
|
|
The reads of elements in transposedTile within the for loop are free of conflicts, because threads |
|
of each half warp read across rows of the tile, resulting in unit stride across the banks. However, bank |
|
conflicts occur when copying the tile from global memory into shared memory. To enable the loads |
|
from global memory to be coalesced, data are read from global memory sequentially. However, this |
|
|
|
13.2. Device Memory Spaces |
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|
55 |
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|
|
requires writing to shared memory in columns, and because of the use of wxw tiles in shared memory, |
|
this results in a stride between threads of w banks - every thread of the warp hits the same bank (Recall |
|
that w is selected as 32). These many-way bank conflicts are very expensive. The simple remedy is to |
|
pad the shared memory array so that it has an extra column, as in the following line of code. |
|
|
|
__shared__ float transposedTile[TILE_DIM][TILE_DIM+1]; |
|
|
|
This padding eliminates the conflicts entirely, because now the stride between threads is w+1 banks |
|
(i.e., 33 for current devices), which, due to modulo arithmetic used to compute bank indices, is equiva- |
|
lent to a unit stride. After this change, the effective bandwidth is 199.4 GB/s on an NVIDIA Tesla V100, |
|
which is comparable to the results from the last C = AB kernel. |
|
|
|
The results of these optimizations are summarized in Table 3. |
|
|
|
Table 3: Table 3. Performance Improvements Optimizing C = |
|
AAT Matrix Multiplication |
|
|
|
Optimization |
|
|
|
No optimization |
|
|
|
NVIDIA Tesla V100 |
|
|
|
12.8 GB/s |
|
|
|
Using shared memory to coalesce global reads 140.2 GB/s |
|
|
|
Removing bank conflicts |
|
|
|
199.4 GB/s |
|
|
|
These results should be compared with those in Table 2. As can be seen from these tables, judicious |
|
use of shared memory can dramatically improve performance. |
|
|
|
The examples in this section have illustrated three reasons to use shared memory: |
|
|
|
▶ To enable coalesced accesses to global memory, especially to avoid large strides (for general |
|
|
|
matrices, strides are much larger than 32) |
|
|
|
▶ To eliminate (or reduce) redundant loads from global memory |
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|
|
▶ To avoid wasted bandwidth |
|
|
|
13.2.3.4 Asynchronous Copy from Global Memory to Shared Memory |
|
|
|
CUDA 11.0 introduces an async-copy feature that can be used within device code to explicitly manage |
|
the asynchronous copying of data from global memory to shared memory. This feature enables CUDA |
|
It also avoids an |
|
kernels to overlap copying data from global to shared memory with computation. |
|
intermediary register file access traditionally present between the global memory read and the shared |
|
memory write. |
|
|
|
For more details refer to the memcpy_async section in the CUDA C++ Programming Guide. |
|
|
|
To understand the performance difference between synchronous copy and asynchronous copy of data |
|
from global memory to shared memory, consider the following micro benchmark CUDA kernels for |
|
demonstrating the synchronous and asynchronous approaches. Asynchronous copies are hardware |
|
accelerated for NVIDIA A100 GPU. |
|
|
|
template <typename T> |
|
__global__ void pipeline_kernel_sync(T *global, uint64_t *clock, size_t copy_count) { |
|
|
|
extern __shared__ char s[]; |
|
T *shared = reinterpret_cast<T *>(s); |
|
|
|
uint64_t clock_start = clock64(); |
|
|
|
(continues on next page) |
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56 |
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(continued from previous page) |
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|
|
for (size_t i = 0; i < copy_count; ++i) { |
|
|
|
shared[blockDim.x * i + threadIdx.x] = global[blockDim.x * i + threadIdx.x]; |
|
|
|
} |
|
|
|
uint64_t clock_end = clock64(); |
|
|
|
atomicAdd(reinterpret_cast<unsigned long long *>(clock), |
|
|
|
clock_end - clock_start); |
|
|
|
} |
|
|
|
template <typename T> |
|
__global__ void pipeline_kernel_async(T *global, uint64_t *clock, size_t copy_count) { |
|
|
|
extern __shared__ char s[]; |
|
T *shared = reinterpret_cast<T *>(s); |
|
|
|
uint64_t clock_start = clock64(); |
|
|
|
∕∕pipeline pipe; |
|
for (size_t i = 0; i < copy_count; ++i) { |
|
|
|
__pipeline_memcpy_async(&shared[blockDim.x * i + threadIdx.x], |
|
|
|
&global[blockDim.x * i + threadIdx.x], sizeof(T)); |
|
|
|
} |
|
__pipeline_commit(); |
|
__pipeline_wait_prior(0); |
|
|
|
uint64_t clock_end = clock64(); |
|
|
|
atomicAdd(reinterpret_cast<unsigned long long *>(clock), |
|
|
|
clock_end - clock_start); |
|
|
|
} |
|
|
|
The synchronous version for the kernel loads an element from global memory to an intermediate regis- |
|
ter and then stores the intermediate register value to shared memory. In the asynchronous version of |
|
the kernel, instructions to load from global memory and store directly into shared memory are issued |
|
as soon as __pipeline_memcpy_async() function is called. The __pipeline_wait_prior(0) will |
|
wait until all the instructions in the pipe object have been executed. Using asynchronous copies does |
|
not use any intermediate register. Not using intermediate registers can help reduce register pressure |
|
and can increase kernel occupancy. Data copied from global memory to shared memory using asyn- |
|
chronous copy instructions can be cached in the L1 cache or the L1 cache can be optionally bypassed. |
|
If individual CUDA threads are copying elements of 16 bytes, the L1 cache can be bypassed. This |
|
difference is illustrated in Figure 13. |
|
|
|
Fig. 13: Comparing Synchronous vs Asynchronous Copy from Global Memory to Shared Memory |
|
|
|
We evaluate the performance of both kernels using elements of size 4B, 8B and 16B per thread i.e., |
|
using int, int2 and int4 for the template parameter. We adjust the copy_count in the kernels such |
|
that each thread block copies from 512 bytes up to 48 MB. The performance of the kernels is shown |
|
in Figure 14. |
|
|
|
From the performance chart, the following observations can be made for this experiment. |
|
|
|
13.2. Device Memory Spaces |
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|
57 |
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Fig. 14: Comparing Performance of Synchronous vs Asynchronous Copy from Global Memory to Shared |
|
Memory |
|
|
|
▶ Best performance with synchronous copy is achieved when the copy_count parameter is a mul- |
|
tiple of 4 for all three element sizes. The compiler can optimize groups of 4 load and store in- |
|
structions. This is evident from the saw tooth curves. |
|
|
|
▶ Asynchronous copy achieves better performance in nearly all cases. |
|
▶ The async-copy does not require the copy_count parameter to be a multiple of 4, to maximize |
|
|
|
performance through compiler optimizations. |
|
|
|
▶ Overall, best performance is achieved when using asynchronous copies with an element of size |
|
|
|
8 or 16 bytes. |
|
|
|
13.2.4. Local Memory |
|
|
|
Local memory is so named because its scope is local to the thread, not because of its physical location. |
|
In fact, local memory is off-chip. Hence, access to local memory is as expensive as access to global |
|
memory. In other words, the term local in the name does not imply faster access. |
|
|
|
Local memory is used only to hold automatic variables. This is done by the nvcc compiler when it |
|
determines that there is insufficient register space to hold the variable. Automatic variables that are |
|
likely to be placed in local memory are large structures or arrays that would consume too much register |
|
space and arrays that the compiler determines may be indexed dynamically. |
|
|
|
Inspection of the PTX assembly code (obtained by compiling with -ptx or -keep command-line op- |
|
tions to nvcc) reveals whether a variable has been placed in local memory during the first compilation |
|
phases. If it has, it will be declared using the .local mnemonic and accessed using the ld.local |
|
and st.local mnemonics. If it has not, subsequent compilation phases might still decide otherwise, |
|
if they find the variable consumes too much register space for the targeted architecture. There is no |
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way to check this for a specific variable, but the compiler reports total local memory usage per kernel |
|
(lmem) when run with the--ptxas-options=-v option. |
|
|
|
13.2.5. Texture Memory |
|
|
|
The read-only texture memory space is cached. Therefore, a texture fetch costs one device memory |
|
read only on a cache miss; otherwise, it just costs one read from the texture cache. The texture cache |
|
is optimized for 2D spatial locality, so threads of the same warp that read texture addresses that are |
|
close together will achieve best performance. Texture memory is also designed for streaming fetches |
|
with a constant latency; that is, a cache hit reduces DRAM bandwidth demand, but not fetch latency. |
|
|
|
In certain addressing situations, reading device memory through texture fetching can be an advanta- |
|
geous alternative to reading device memory from global or constant memory. |
|
|
|
13.2.5.1 Additional Texture Capabilities |
|
|
|
If textures are fetched using tex1D(),tex2D(), or tex3D() rather than tex1Dfetch(), the hardware |
|
provides other capabilities that might be useful for some applications such as image processing, as |
|
shown in Table 4. |
|
|
|
Table 4: Table 4. Useful Features for tex1D(), tex2D(), and |
|
tex3D() Fetches |
|
|
|
Feature |
|
|
|
Filtering |
|
|
|
Use |
|
|
|
Caveat |
|
|
|
Fast, low-precision in- |
|
terpolation between |
|
texels |
|
|
|
Valid only if the texture |
|
reference returns floating- |
|
point data |
|
|
|
Normalized texture coordinates |
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|
|
Resolution- |
|
independent coding |
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|
|
None |
|
|
|
Addressing modes |
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|
|
Automatic |
|
of boundary cases1 |
|
|
|
handling |
|
|
|
Can be used only with |
|
normalized texture coordi- |
|
nates |
|
|
|
1 The automatic handling of boundary cases |
|
in the bottom row of Table 4 refers to how |
|
a texture coordinate is resolved when it falls |
|
outside the valid addressing range. There are |
|
two options: clamp and wrap. |
|
If x is the co- |
|
ordinate and N is the number of texels for |
|
a one-dimensional texture, then with clamp, |
|
x is replaced by 0 if x < 0 and by 1-1/N if 1 |
|
<x. With wrap, x is replaced by frac(x) where |
|
frac(x) = x - floor(x). Floor returns the largest |
|
integer less than or equal to x. So, in clamp |
|
mode where N = 1, an x of 1.3 is clamped to |
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1.0; whereas in wrap mode, it is converted to |
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0.3 |
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Within a kernel call, the texture cache is not kept coherent with respect to global memory writes, so |
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texture fetches from addresses that have been written via global stores in the same kernel call return |
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undefined data. That is, a thread can safely read a memory location via texture if the location has |
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been updated by a previous kernel call or memory copy, but not if it has been previously updated by |
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the same thread or another thread within the same kernel call. |
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13.2.6. Constant Memory |
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|
There is a total of 64 KB constant memory on a device. The constant memory space is cached. As |
|
a result, a read from constant memory costs one memory read from device memory only on a cache |
|
miss; otherwise, it just costs one read from the constant cache. Accesses to different addresses by |
|
threads within a warp are serialized, thus the cost scales linearly with the number of unique addresses |
|
read by all threads within a warp. As such, the constant cache is best when threads in the same warp |
|
accesses only a few distinct locations. If all threads of a warp access the same location, then constant |
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memory can be as fast as a register access. |
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13.2.7. Registers |
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|
Generally, accessing a register consumes zero extra clock cycles per instruction, but delays may occur |
|
due to register read-after-write dependencies and register memory bank conflicts. |
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|
The compiler and hardware thread scheduler will schedule instructions as optimally as possible to |
|
avoid register memory bank conflicts. An application has no direct control over these bank conflicts. |
|
In particular, there is no register-related reason to pack data into vector data types such as float4 or |
|
int4 types. |
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13.2.7.1 Register Pressure |
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|
|
Register pressure occurs when there are not enough registers available for a given task. Even though |
|
each multiprocessor contains thousands of 32-bit registers (see Features and Technical Specifications |
|
of the CUDA C++ Programming Guide), these are partitioned among concurrent threads. To prevent |
|
the compiler from allocating too many registers, use the -maxrregcount=N compiler command-line |
|
option (see nvcc) or the launch bounds kernel definition qualifier (see Execution Configuration of the |
|
CUDA C++ Programming Guide) to control the maximum number of registers to allocated per thread. |
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13.3. Allocation |
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|
Device memory allocation and de-allocation via cudaMalloc() and cudaFree() are expensive op- |
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erations. It is recommended to use cudaMallocAsync() and cudaFreeAsync() which are stream |
|
ordered pool allocators to manage device memory. |
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13.4. NUMA Best Practices |
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Some recent Linux distributions enable automatic NUMA balancing (or “AutoNUMA”) by default. |
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In |
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some instances, operations performed by automatic NUMA balancing may degrade the performance |
|
of applications running on NVIDIA GPUs. For optimal performance, users should manually tune the |
|
NUMA characteristics of their application. |
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|
|
The optimal NUMA tuning will depend on the characteristics and desired hardware affinities of each |
|
application and node, but in general applications computing on NVIDIA GPUs are advised to choose a |
|
policy that disables automatic NUMA balancing. For example, on IBM Newell POWER9 nodes (where |
|
the CPUs correspond to NUMA nodes 0 and 8), use: |
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|
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numactl --membind=0,8 |
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|
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to bind memory allocations to the CPUs. |
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13.4. NUMA Best Practices |
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Chapter 14. Execution Configuration |
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Optimizations |
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One of the keys to good performance is to keep the multiprocessors on the device as busy as pos- |
|
sible. A device in which work is poorly balanced across the multiprocessors will deliver suboptimal |
|
performance. Hence, it’s important to design your application to use threads and blocks in a way that |
|
maximizes hardware utilization and to limit practices that impede the free distribution of work. A key |
|
concept in this effort is occupancy, which is explained in the following sections. |
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|
|
Hardware utilization can also be improved in some cases by designing your application so that multiple, |
|
independent kernels can execute at the same time. Multiple kernels executing at the same time is |
|
known as concurrent kernel execution. Concurrent kernel execution is described below. |
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|
Another important concept is the management of system resources allocated for a particular task. |
|
How to manage this resource utilization is discussed in the final sections of this chapter. |
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14.1. Occupancy |
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|
|
Thread instructions are executed sequentially in CUDA, and, as a result, executing other warps when |
|
one warp is paused or stalled is the only way to hide latencies and keep the hardware busy. Some metric |
|
related to the number of active warps on a multiprocessor is therefore important in determining how |
|
effectively the hardware is kept busy. This metric is occupancy. |
|
|
|
Occupancy is the ratio of the number of active warps per multiprocessor to the maximum number of |
|
possible active warps. (To determine the latter number, see the deviceQuery CUDA Sample or refer |
|
to Compute Capabilities in the CUDA C++ Programming Guide.) Another way to view occupancy is the |
|
percentage of the hardware’s ability to process warps that is actively in use. |
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|
|
Higher occupancy does not always equate to higher performance-there is a point above which addi- |
|
tional occupancy does not improve performance. However, low occupancy always interferes with the |
|
ability to hide memory latency, resulting in performance degradation. |
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|
|
Per thread resources required by a CUDA kernel might limit the maximum block size in an un- |
|
wanted way. |
|
In order to maintain forward compatibility to future hardware and toolkits and to |
|
ensure that at least one thread block can run on an SM, developers should include the single ar- |
|
gument __launch_bounds__(maxThreadsPerBlock) which specifies the largest block size that |
|
the kernel will be launched with. Failure to do so could lead to “too many resources requested for |
|
launch” errors. Providing the two argument version of __launch_bounds__(maxThreadsPerBlock, |
|
minBlocksPerMultiprocessor) can improve performance in some cases. The right value for min- |
|
BlocksPerMultiprocessor should be determined using a detailed per kernel analysis. |
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14.1.1. Calculating Occupancy |
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|
One of several factors that determine occupancy is register availability. Register storage enables |
|
threads to keep local variables nearby for low-latency access. However, the set of registers (known |
|
as the register file) is a limited commodity that all threads resident on a multiprocessor must share. |
|
Registers are allocated to an entire block all at once. So, if each thread block uses many registers, |
|
the number of thread blocks that can be resident on a multiprocessor is reduced, thereby lower- |
|
ing the occupancy of the multiprocessor. The maximum number of registers per thread can be |
|
set manually at compilation time per-file using the -maxrregcount option or per-kernel using the |
|
__launch_bounds__ qualifier (see Register Pressure). |
|
|
|
For purposes of calculating occupancy, the number of registers used by each thread is one of the |
|
key factors. For example, on devices of compute capability 7.0 each multiprocessor has 65,536 32- |
|
bit registers and can have a maximum of 2048 simultaneous threads resident (64 warps x 32 threads |
|
per warp). This means that in one of these devices, for a multiprocessor to have 100% occupancy, |
|
each thread can use at most 32 registers. However, this approach of determining how register count |
|
affects occupancy does not take into account the register allocation granularity. For example, on a |
|
device of compute capability 7.0, a kernel with 128-thread blocks using 37 registers per thread results |
|
in an occupancy of 75% with 12 active 128-thread blocks per multi-processor, whereas a kernel with |
|
320-thread blocks using the same 37 registers per thread results in an occupancy of 63% because only |
|
four 320-thread blocks can reside on a multiprocessor. Furthermore, register allocations are rounded |
|
up to the nearest 256 registers per warp. |
|
|
|
The number of registers available, the maximum number of simultaneous threads resident on each |
|
multiprocessor, and the register allocation granularity vary over different compute capabilities. Be- |
|
cause of these nuances in register allocation and the fact that a multiprocessor’s shared memory is |
|
also partitioned between resident thread blocks, the exact relationship between register usage and oc- |
|
cupancy can be difficult to determine. The --ptxas options=v option of nvcc details the number of |
|
registers used per thread for each kernel. See Hardware Multithreading of the CUDA C++ Programming |
|
Guide for the register allocation formulas for devices of various compute capabilities and Features and |
|
Technical Specifications of the CUDA C++ Programming Guide for the total number of registers avail- |
|
able on those devices. Alternatively, NVIDIA provides an occupancy calculator in the form of an Excel |
|
spreadsheet that enables developers to hone in on the optimal balance and to test different possible |
|
scenarios more easily. This spreadsheet, shown in Figure 15, is called CUDA_Occupancy_Calculator. |
|
xls and is located in the tools subdirectory of the CUDA Toolkit installation. |
|
|
|
In addition to the calculator spreadsheet, occupancy can be determined using the NVIDIA Nsight Com- |
|
pute Profiler. Details about occupancy are displayed in the Occupancy section. |
|
|
|
An application can also use the Occupancy API from the CUDA Runtime, e.g. cudaOccupancyMax- |
|
ActiveBlocksPerMultiprocessor, to dynamically select launch configurations based on runtime |
|
parameters. |
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|
|
14.2. Hiding Register Dependencies |
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|
|
Note: Medium Priority: To hide latency arising from register dependencies, maintain sufficient num- |
|
bers of active threads per multiprocessor (i.e., sufficient occupancy). |
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|
|
Register dependencies arise when an instruction uses a result stored in a register written by an instruc- |
|
tion before it. The latency of most arithmetic instructions is typically 4 cycles on devices of compute |
|
capability 7.0. So threads must wait approximatly 4 cycles before using an arithmetic result. However, |
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64 |
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Fig. 1: Using the CUDA Occupancy Calculator to project GPU multiprocessor occupancy |
|
|
|
this latency can be completely hidden by the execution of threads in other warps. See Registers for |
|
details. |
|
|
|
14.3. Thread and Block Heuristics |
|
|
|
Note: Medium Priority: The number of threads per block should be a multiple of 32 threads, because |
|
this provides optimal computing efficiency and facilitates coalescing. |
|
|
|
The dimension and size of blocks per grid and the dimension and size of threads per block are both |
|
important factors. The multidimensional aspect of these parameters allows easier mapping of mul- |
|
tidimensional problems to CUDA and does not play a role in performance. As a result, this section |
|
discusses size but not dimension. |
|
|
|
Latency hiding and occupancy depend on the number of active warps per multiprocessor, which is |
|
implicitly determined by the execution parameters along with resource (register and shared memory) |
|
constraints. Choosing execution parameters is a matter of striking a balance between latency hiding |
|
(occupancy) and resource utilization. |
|
|
|
Choosing the execution configuration parameters should be done in tandem; however, there are cer- |
|
tain heuristics that apply to each parameter individually. When choosing the first execution configu- |
|
ration parameter-the number of blocks per grid, or grid size - the primary concern is keeping the entire |
|
GPU busy. The number of blocks in a grid should be larger than the number of multiprocessors so that |
|
all multiprocessors have at least one block to execute. Furthermore, there should be multiple active |
|
blocks per multiprocessor so that blocks that aren’t waiting for a __syncthreads() can keep the |
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|
14.3. Thread and Block Heuristics |
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hardware busy. This recommendation is subject to resource availability; therefore, it should be deter- |
|
mined in the context of the second execution parameter - the number of threads per block, or block |
|
size - as well as shared memory usage. To scale to future devices, the number of blocks per kernel |
|
launch should be in the thousands. |
|
|
|
When choosing the block size, it is important to remember that multiple concurrent blocks can reside |
|
on a multiprocessor, so occupancy is not determined by block size alone. In particular, a larger block |
|
size does not imply a higher occupancy. |
|
|
|
As mentioned in Occupancy, higher occupancy does not always equate to better performance. For |
|
example, improving occupancy from 66 percent to 100 percent generally does not translate to a similar |
|
increase in performance. A lower occupancy kernel will have more registers available per thread than |
|
a higher occupancy kernel, which may result in less register spilling to local memory; in particular, with |
|
a high degree of exposed instruction-level parallelism (ILP) it is, in some cases, possible to fully cover |
|
latency with a low occupancy. |
|
|
|
There are many such factors involved in selecting block size, and inevitably some experimentation is |
|
required. However, a few rules of thumb should be followed: |
|
|
|
▶ Threads per block should be a multiple of warp size to avoid wasting computation on under- |
|
|
|
populated warps and to facilitate coalescing. |
|
|
|
▶ A minimum of 64 threads per block should be used, and only if there are multiple concurrent |
|
|
|
blocks per multiprocessor. |
|
|
|
▶ Between 128 and 256 threads per block is a good initial range for experimentation with different |
|
|
|
block sizes. |
|
|
|
▶ Use several smaller thread blocks rather than one large thread block per multiprocessor if la- |
|
tency affects performance. This is particularly beneficial to kernels that frequently call __sync- |
|
threads(). |
|
|
|
Note that when a thread block allocates more registers than are available on a multiprocessor, the |
|
kernel launch fails, as it will when too much shared memory or too many threads are requested. |
|
|
|
14.4. Effects of Shared Memory |
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|
|
Shared memory can be helpful in several situations, such as helping to coalesce or eliminate redundant |
|
access to global memory. However, it also can act as a constraint on occupancy. In many cases, the |
|
amount of shared memory required by a kernel is related to the block size that was chosen, but the |
|
mapping of threads to shared memory elements does not need to be one-to-one. For example, it |
|
may be desirable to use a 64x64 element shared memory array in a kernel, but because the maximum |
|
number of threads per block is 1024, it is not possible to launch a kernel with 64x64 threads per block. |
|
In such cases, kernels with 32x32 or 64x16 threads can be launched with each thread processing |
|
four elements of the shared memory array. The approach of using a single thread to process multiple |
|
elements of a shared memory array can be beneficial even if limits such as threads per block are not |
|
an issue. This is because some operations common to each element can be performed by the thread |
|
once, amortizing the cost over the number of shared memory elements processed by the thread. |
|
|
|
A useful technique to determine the sensitivity of performance to occupancy is through experimen- |
|
tation with the amount of dynamically allocated shared memory, as specified in the third parameter |
|
of the execution configuration. By simply increasing this parameter (without modifying the kernel), it |
|
is possible to effectively reduce the occupancy of the kernel and measure its effect on performance. |
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14.5. Concurrent Kernel Execution |
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|
As described in Asynchronous and Overlapping Transfers with Computation, CUDA streams can be |
|
used to overlap kernel execution with data transfers. On devices that are capable of concurrent ker- |
|
nel execution, streams can also be used to execute multiple kernels simultaneously to more fully take |
|
advantage of the device’s multiprocessors. Whether a device has this capability is indicated by the |
|
concurrentKernels field of the cudaDeviceProp structure (or listed in the output of the device- |
|
Query CUDA Sample). Non-default streams (streams other than stream 0) are required for concurrent |
|
execution because kernel calls that use the default stream begin only after all preceding calls on the |
|
device (in any stream) have completed, and no operation on the device (in any stream) commences |
|
until they are finished. |
|
|
|
The following example illustrates the basic technique. Because kernel1 and kernel2 are executed |
|
in different, non-default streams, a capable device can execute the kernels at the same time. |
|
|
|
cudaStreamCreate(&stream1); |
|
cudaStreamCreate(&stream2); |
|
kernel1<<<grid, block, 0, stream1>>>(data_1); |
|
kernel2<<<grid, block, 0, stream2>>>(data_2); |
|
|
|
14.6. Multiple contexts |
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|
|
CUDA work occurs within a process space for a particular GPU known as a context. The context encap- |
|
sulates kernel launches and memory allocations for that GPU as well as supporting constructs such |
|
as the page tables. The context is explicit in the CUDA Driver API but is entirely implicit in the CUDA |
|
Runtime API, which creates and manages contexts automatically. |
|
|
|
With the CUDA Driver API, a CUDA application process can potentially create more than one context for |
|
a given GPU. If multiple CUDA application processes access the same GPU concurrently, this almost |
|
always implies multiple contexts, since a context is tied to a particular host process unless Multi- |
|
Process Service is in use. |
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|
|
While multiple contexts (and their associated resources such as global memory allocations) can be |
|
allocated concurrently on a given GPU, only one of these contexts can execute work at any given mo- |
|
ment on that GPU; contexts sharing the same GPU are time-sliced. Creating additional contexts incurs |
|
memory overhead for per-context data and time overhead for context switching. Furthermore, the |
|
need for context switching can reduce utilization when work from several contexts could otherwise |
|
execute concurrently (see also Concurrent Kernel Execution). |
|
|
|
Therefore, it is best to avoid multiple contexts per GPU within the same CUDA application. To assist |
|
with this, the CUDA Driver API provides methods to access and manage a special context on each GPU |
|
called the primary context. These are the same contexts used implicitly by the CUDA Runtime when |
|
there is not already a current context for a thread. |
|
|
|
∕∕ When initializing the program∕library |
|
CUcontext ctx; |
|
cuDevicePrimaryCtxRetain(&ctx, dev); |
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|
|
∕∕ When the program∕library launches work |
|
cuCtxPushCurrent(ctx); |
|
kernel<<<...>>>(...); |
|
cuCtxPopCurrent(&ctx); |
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|
14.5. Concurrent Kernel Execution |
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(continues on next page) |
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∕∕ When the program∕library is finished with the context |
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cuDevicePrimaryCtxRelease(dev); |
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(continued from previous page) |
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|
|
Note: NVIDIA-SMI can be used to configure a GPU for exclusive process mode, which limits the num- |
|
ber of contexts per GPU to one. This context can be current to as many threads as desired within |
|
the creating process, and cuDevicePrimaryCtxRetain will fail if a non-primary context that was |
|
created with the CUDA driver API already exists on the device. |
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68 |
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Chapter 14. Execution Configuration Optimizations |
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|
Chapter 15. Instruction Optimization |
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|
|
Awareness of how instructions are executed often permits low-level optimizations that can be useful, |
|
especially in code that is run frequently (the so-called hot spot in a program). Best practices suggest |
|
that this optimization be performed after all higher-level optimizations have been completed. |
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|
15.1. Arithmetic Instructions |
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|
Single-precision floats provide the best performance, and their use is highly encouraged. The through- |
|
put of individual arithmetic operations is detailed in the CUDA C++ Programming Guide. |
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|
15.1.1. Division Modulo Operations |
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|
Note: Low Priority: Use shift operations to avoid expensive division and modulo calculations. |
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|
|
Integer division and modulo operations are particularly costly and should be avoided or replaced with |
|
bitwise operations whenever possible: If n is a power of 2, ( i/n ) is equivalent to ( i ≫ log2(n) ) and ( |
|
i%n ) is equivalent to ( i& (n − 1) ). |
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|
|
The compiler will perform these conversions if n is literal. (For further information, refer to Perfor- |
|
mance Guidelines in the CUDA C++ Programming Guide). |
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|
15.1.2. Loop Counters Signed vs. Unsigned |
|
|
|
Note: Low Medium Priority: Use signed integers rather than unsigned integers as loop counters. |
|
|
|
In the C language standard, unsigned integer overflow semantics are well defined, whereas signed in- |
|
teger overflow causes undefined results. Therefore, the compiler can optimize more aggressively with |
|
signed arithmetic than it can with unsigned arithmetic. This is of particular note with loop counters: |
|
since it is common for loop counters to have values that are always positive, it may be tempting to |
|
declare the counters as unsigned. For slightly better performance, however, they should instead be |
|
declared as signed. |
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|
For example, consider the following code: |
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69 |
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for (i = 0; i < n; i++) { |
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out[i] = in[offset + stride*i]; |
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|
} |
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|
Here, the sub-expression stride*i could overflow a 32-bit integer, so if i is declared as unsigned, the |
|
overflow semantics prevent the compiler from using some optimizations that might otherwise have |
|
applied, such as strength reduction. If instead i is declared as signed, where the overflow semantics |
|
are undefined, the compiler has more leeway to use these optimizations. |
|
|
|
15.1.3. Reciprocal Square Root |
|
|
|
The reciprocal square root should always be invoked explicitly as rsqrtf() for single precision and |
|
rsqrt() for double precision. The compiler optimizes 1.0f∕sqrtf(x) into rsqrtf() only when this |
|
does not violate IEEE-754 semantics. |
|
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|
15.1.4. Other Arithmetic Instructions |
|
|
|
Note: Low Priority: Avoid automatic conversion of doubles to floats. |
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|
|
The compiler must on occasion insert conversion instructions, introducing additional execution cycles. |
|
This is the case for: |
|
|
|
▶ Functions operating on char or short whose operands generally need to be converted to an int |
|
▶ Double-precision floating-point constants (defined without any type suffix) used as input to |
|
|
|
single-precision floating-point computations |
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|
|
The latter case can be avoided by using single-precision floating-point constants, defined with an f |
|
suffix such as 3.141592653589793f, 1.0f, 0.5f. |
|
|
|
For single-precision code, use of the float type and the single-precision math functions are highly |
|
recommended. |
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|
|
It should also be noted that the CUDA math library’s complementary error function, erfcf(), is par- |
|
ticularly fast with full single-precision accuracy. |
|
|
|
15.1.5. Exponentiation With Small Fractional Arguments |
|
|
|
For some fractional exponents, exponentiation can be accelerated significantly compared to the use |
|
of pow() by using square roots, cube roots, and their inverses. For those exponentiations where the |
|
exponent is not exactly representable as a floating-point number, such as 1/3, this can also provide |
|
much more accurate results, as use of pow() magnifies the initial representational error. |
|
|
|
The formulas in the table below are valid for x >= 0, x != -0, that is, signbit(x) == 0. |
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70 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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Table 1: Table 5. Formulae for exponentiation by small fractions |
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|
Computation Formula |
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|
x1/9 |
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|
x-1/9 |
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|
x1/6 |
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|
x-1/6 |
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|
x1/4 |
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|
x-1/4 |
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x1/3 |
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x-1/3 |
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|
x1/2 |
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|
x-1/2 |
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x2/3 |
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x-2/3 |
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x3/4 |
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x-3/4 |
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x7/6 |
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x-7/6 |
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x5/4 |
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x-5/4 |
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x4/3 |
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x-4/3 |
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x3/2 |
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x-3/2 |
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r = rcbrt(rcbrt(x)) |
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|
r = cbrt(rcbrt(x)) |
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r = rcbrt(rsqrt(x)) |
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r = rcbrt(sqrt(x)) |
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r = rsqrt(rsqrt(x)) |
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|
|
r = sqrt(rsqrt(x)) |
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|
|
r = cbrt(x) |
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|
r = rcbrt(x) |
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|
|
r = sqrt(x) |
|
|
|
r = rsqrt(x) |
|
|
|
r = cbrt(x); r = r*r |
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|
|
r = rcbrt(x); r = r*r |
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|
|
r = sqrt(x); r = r*sqrt(r) |
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|
|
r = rsqrt(x); r = r*sqrt(r) |
|
|
|
r = x*rcbrt(rsqrt(x)) |
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|
|
r = (1∕x) * rcbrt(sqrt(x)) |
|
|
|
r = x*rsqrt(rsqrt(x)) |
|
|
|
r = (1∕x)*sqrt(rsqrt(x)) |
|
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|
r = x*cbrt(x) |
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r = (1∕x)*rcbrt(x) |
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r = x*sqrt(x) |
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|
r = (1∕x)*rsqrt(x) |
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15.1.6. Math Libraries |
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|
|
Note: Medium Priority: Use the fast math library whenever speed trumps precision. |
|
|
|
Two types of runtime math operations are supported. They can be distinguished by their names: |
|
some have names with prepended underscores, whereas others do not (e.g., __functionName() ver- |
|
sus functionName()). Functions following the __functionName() naming convention map directly |
|
to the hardware level. They are faster but provide somewhat lower accuracy (e.g., __sinf(x) and |
|
__expf(x)). Functions following functionName() naming convention are slower but have higher ac- |
|
curacy (e.g., sinf(x) and expf(x)). The throughput of __sinf(x), __cosf(x), and__expf(x) is |
|
much greater than that of sinf(x), cosf(x), and expf(x). The latter become even more expensive |
|
(about an order of magnitude slower) if the magnitude of the argument x needs to be reduced. More- |
|
|
|
15.1. Arithmetic Instructions |
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71 |
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|
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over, in such cases, the argument-reduction code uses local memory, which can affect performance |
|
even more because of the high latency of local memory. More details are available in the CUDA C++ |
|
Programming Guide. |
|
|
|
Note also that whenever sine and cosine of the same argument are computed, the sincos family of |
|
instructions should be used to optimize performance: |
|
|
|
▶ __sincosf() for single-precision fast math (see next paragraph) |
|
▶ sincosf() for regular single-precision |
|
▶ sincos() for double precision |
|
|
|
The -use_fast_math compiler option of nvcc coerces every functionName() call to the equivalent |
|
__functionName() call. It also disables single-precision denormal support and lowers the precision of |
|
single-precision division in general. This is an aggressive optimization that can both reduce numerical |
|
accuracy and alter special case handling. A more robust approach is to selectively introduce calls |
|
to fast intrinsic functions only if merited by performance gains and where altered behavior can be |
|
tolerated. Note this switch is effective only on single-precision floating point. |
|
|
|
Note: Medium Priority: Prefer faster, more specialized math functions over slower, more general ones |
|
when possible. |
|
|
|
For small integer powers (e.g., x2 or x3), explicit multiplication is almost certainly faster than the use of |
|
general exponentiation routines such as pow(). While compiler optimization improvements continually |
|
seek to narrow this gap, explicit multiplication (or the use of an equivalent purpose-built inline function |
|
or macro) can have a significant advantage. This advantage is increased when several powers of the |
|
same base are needed (e.g., where both x2 and x5 are calculated in close proximity), as this aids the |
|
compiler in its common sub-expression elimination (CSE) optimization. |
|
|
|
For exponentiation using base 2 or 10, use the functions exp2() or expf2() and exp10() or |
|
expf10() rather than the functions pow() or powf(). Both pow() and powf() are heavy-weight |
|
functions in terms of register pressure and instruction count due to the numerous special cases aris- |
|
ing in general exponentiation and the difficulty of achieving good accuracy across the entire ranges of |
|
the base and the exponent. The functions exp2(), exp2f(), exp10(), and exp10f(), on the other |
|
hand, are similar to exp() and expf() in terms of performance, and can be as much as ten times |
|
faster than their pow()/powf() equivalents. |
|
|
|
For exponentiation with an exponent of 1/3, use the cbrt() or cbrtf() function rather than the |
|
generic exponentiation functions pow() or powf(), as the former are significantly faster than the |
|
latter. Likewise, for exponentation with an exponent of -1/3, use rcbrt() or rcbrtf(). |
|
|
|
Replace sin(π*<expr>) with sinpi(<expr>), cos(π*<expr>) with cospi(<expr>), and sin- |
|
cos(π*<expr>) with sincospi(<expr>). This is advantageous with regard to both accuracy and |
|
performance. As a particular example, to evaluate the sine function in degrees instead of radians, use |
|
sinpi(x∕180.0). Similarly, the single-precision functions sinpif(), cospif(), and sincospif() |
|
should replace calls to sinf(), cosf(), and sincosf() when the function argument is of the form |
|
π*<expr>. (The performance advantage sinpi() has over sin() is due to simplified argument re- |
|
duction; the accuracy advantage is because sinpi() multiplies by π only implicitly, effectively using |
|
an infinitely precise mathematical π rather than a single- or double-precision approximation thereof.) |
|
|
|
72 |
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Chapter 15. Instruction Optimization |
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CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
15.1.7. Precision-related Compiler Flags |
|
|
|
By default, the nvcc compiler generates IEEE-compliant code, but it also provides options to generate |
|
code that somewhat less accurate but faster: |
|
|
|
▶ -ftz=true (denormalized numbers are flushed to zero) |
|
▶ -prec-div=false (less precise division) |
|
▶ -prec-sqrt=false (less precise square root) |
|
|
|
Another, more aggressive, option is -use_fast_math, which coerces every functionName() call to |
|
the equivalent __functionName() call. This makes the code run faster at the cost of diminished |
|
precision and accuracy. See Math Libraries. |
|
|
|
15.2. Memory Instructions |
|
|
|
Note: High Priority: Minimize the use of global memory. Prefer shared memory access where possible. |
|
|
|
Memory instructions include any instruction that reads from or writes to shared, local, or global mem- |
|
ory. When accessing uncached local or global memory, there are hundreds of clock cycles of memory |
|
latency. |
|
|
|
As an example, the assignment operator in the following sample code has a high throughput, but, |
|
crucially, there is a latency of hundreds of clock cycles to read data from global memory: |
|
|
|
__shared__ float shared[32]; |
|
__device__ float device[32]; |
|
shared[threadIdx.x] = device[threadIdx.x]; |
|
|
|
Much of this global memory latency can be hidden by the thread scheduler if there are sufficient |
|
independent arithmetic instructions that can be issued while waiting for the global memory access to |
|
complete. However, it is best to avoid accessing global memory whenever possible. |
|
|
|
15.2. Memory Instructions |
|
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|
73 |
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|
74 |
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|
Chapter 15. Instruction Optimization |
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|
|
Chapter 16. Control Flow |
|
|
|
16.1. Branching and Divergence |
|
|
|
Note: High Priority: Avoid different execution paths within the same warp. |
|
|
|
Flow control instructions (if, switch, do, for, while) can significantly affect the instruction through- |
|
put by causing threads of the same warp to diverge; that is, to follow different execution paths. If this |
|
happens, the different execution paths must be executed separately; this increases the total number |
|
of instructions executed for this warp. |
|
|
|
To obtain best performance in cases where the control flow depends on the thread ID, the controlling |
|
condition should be written so as to minimize the number of divergent warps. |
|
|
|
This is possible because the distribution of the warps across the block is deterministic as mentioned |
|
in SIMT Architecture of the CUDA C++ Programming Guide. A trivial example is when the controlling |
|
condition depends only on (threadIdx / WSIZE) where WSIZE is the warp size. |
|
|
|
In this case, no warp diverges because the controlling condition is perfectly aligned with the warps. |
|
|
|
For branches including just a few instructions, warp divergence generally results in marginal perfor- |
|
mance losses. For example, the compiler may use predication to avoid an actual branch. Instead, all |
|
instructions are scheduled, but a per-thread condition code or predicate controls which threads ex- |
|
ecute the instructions. Threads with a false predicate do not write results, and also do not evaluate |
|
addresses or read operands. |
|
|
|
Starting with the Volta architecture, Independent Thread Scheduling allows a warp to remain diverged |
|
outside of the data-dependent conditional block. An explicit __syncwarp() can be used to guarantee |
|
that the warp has reconverged for subsequent instructions. |
|
|
|
16.2. Branch Predication |
|
|
|
Note: Low Priority: Make it easy for the compiler to use branch predication in lieu of loops or control |
|
statements. |
|
|
|
Sometimes, the compiler may unroll loops or optimize out if or switch statements by using branch |
|
predication instead. In these cases, no warp can ever diverge. The programmer can also control loop |
|
unrolling using |
|
|
|
75 |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
#pragma unroll |
|
|
|
For more information on this pragma, refer to the CUDA C++ Programming Guide. |
|
|
|
When using branch predication, none of the instructions whose execution depends on the controlling |
|
condition is skipped. Instead, each such instruction is associated with a per-thread condition code or |
|
predicate that is set to true or false according to the controlling condition. Although each of these |
|
instructions is scheduled for execution, only the instructions with a true predicate are actually exe- |
|
cuted. Instructions with a false predicate do not write results, and they also do not evaluate addresses |
|
or read operands. |
|
|
|
The compiler replaces a branch instruction with predicated instructions only if the number of instruc- |
|
tions controlled by the branch condition is less than or equal to a certain threshold. |
|
|
|
76 |
|
|
|
Chapter 16. Control Flow |
|
|
|
Chapter 17. Deploying CUDA |
|
|
|
Applications |
|
|
|
Having completed the GPU acceleration of one or more components of the application it is possible |
|
to compare the outcome with the original expectation. Recall that the initial assess step allowed the |
|
developer to determine an upper bound for the potential speedup attainable by accelerating given |
|
hotspots. |
|
|
|
Before tackling other hotspots to improve the total speedup, the developer should consider taking |
|
the partially parallelized implementation and carry it through to production. This is important for a |
|
number of reasons; for example, it allows the user to profit from their investment as early as possible |
|
(the speedup may be partial but is still valuable), and it minimizes risk for the developer and the user |
|
by providing an evolutionary rather than revolutionary set of changes to the application. |
|
|
|
77 |
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|
|
78 |
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|
|
Chapter 17. Deploying CUDA Applications |
|
|
|
Chapter 18. Understanding the |
|
|
|
Programming Environment |
|
|
|
With each generation of NVIDIA processors, new features are added to the GPU that CUDA can lever- |
|
age. Consequently, it’s important to understand the characteristics of the architecture. |
|
|
|
Programmers should be aware of two version numbers. The first is the compute capability, and the |
|
second is the version number of the CUDA Runtime and CUDA Driver APIs. |
|
|
|
18.1. CUDA Compute Capability |
|
|
|
The compute capability describes the features of the hardware and reflects the set of instructions |
|
supported by the device as well as other specifications, such as the maximum number of threads |
|
per block and the number of registers per multiprocessor. Higher compute capability versions are |
|
supersets of lower (that is, earlier) versions, so they are backward compatible. |
|
|
|
The compute capability of the GPU in the device can be queried programmatically as illustrated in the |
|
deviceQuery CUDA Sample. The output for that program is shown in Figure 16. This information is |
|
obtained by calling cudaGetDeviceProperties() and accessing the information in the structure it |
|
returns. |
|
|
|
The major and minor revision numbers of the compute capability are shown on the seventh line of |
|
Figure 16. Device 0 of this system has compute capability 7.0. |
|
|
|
More details about the compute capabilities of various GPUs are in CUDA-Enabled GPUs and Compute |
|
Capabilities of the CUDA C++ Programming Guide. In particular, developers should note the number |
|
of multiprocessors on the device, the number of registers and the amount of memory available, and |
|
any special capabilities of the device. |
|
|
|
18.2. Additional Hardware Data |
|
|
|
Certain hardware features are not described by the compute capability. For example, the ability to |
|
overlap kernel execution with asynchronous data transfers between the host and the device is avail- |
|
able on most but not all GPUs irrespective of the compute capability. In such cases, call cudaGetDe- |
|
viceProperties() to determine whether the device is capable of a certain feature. For example, the |
|
asyncEngineCount field of the device property structure indicates whether overlapping kernel exe- |
|
cution and data transfers is possible (and, if so, how many concurrent transfers are possible); likewise, |
|
the canMapHostMemory field indicates whether zero-copy data transfers can be performed. |
|
|
|
79 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
Fig. 1: Sample CUDA configuration data reported by deviceQuery |
|
|
|
18.3. Which Compute Capability Target |
|
|
|
To target specific versions of NVIDIA hardware and CUDA software, use the -arch, -code, and |
|
-gencode options of nvcc. Code that uses the warp shuffle operation, for example, must be com- |
|
piled with -arch=sm_30 (or higher compute capability). |
|
|
|
See Building for Maximum Compatibility for further discussion of the flags used for building code for |
|
multiple generations of CUDA-capable device simultaneously. |
|
|
|
18.4. CUDA Runtime |
|
|
|
The host runtime component of the CUDA software environment can be used only by host functions. |
|
It provides functions to handle the following: |
|
|
|
▶ Device management |
|
|
|
▶ Context management |
|
|
|
▶ Memory management |
|
|
|
▶ Code module management |
|
▶ Execution control |
|
|
|
▶ Texture reference management |
|
|
|
▶ Interoperability with OpenGL and Direct3D |
|
|
|
80 |
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|
|
Chapter 18. Understanding the Programming Environment |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
As compared to the lower-level CUDA Driver API, the CUDA Runtime greatly eases device management |
|
by providing implicit initialization, context management, and device code module management. The |
|
C++ host code generated by nvcc utilizes the CUDA Runtime, so applications that link to this code |
|
will depend on the CUDA Runtime; similarly, any code that uses the cuBLAS, cuFFT, and other CUDA |
|
Toolkit libraries will also depend on the CUDA Runtime, which is used internally by these libraries. |
|
|
|
The functions that make up the CUDA Runtime API are explained in the CUDA Toolkit Reference Man- |
|
ual. |
|
|
|
The CUDA Runtime handles kernel loading and setting up kernel parameters and launch configuration |
|
before the kernel is launched. The implicit driver version checking, code initialization, CUDA context |
|
management, CUDA module management (cubin to function mapping), kernel configuration, and pa- |
|
rameter passing are all performed by the CUDA Runtime. |
|
|
|
It comprises two principal parts: |
|
|
|
▶ A C-style function interface (cuda_runtime_api.h). |
|
▶ C++-style convenience wrappers (cuda_runtime.h) built on top of the C-style functions. |
|
|
|
For more information on the Runtime API, refer to CUDA Runtime of the CUDA C++ Programming |
|
Guide. |
|
|
|
18.4. CUDA Runtime |
|
|
|
81 |
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|
|
82 |
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|
|
Chapter 18. Understanding the Programming Environment |
|
|
|
Chapter 19. CUDA Compatibility |
|
|
|
Developer’s Guide |
|
|
|
CUDA Toolkit is released on a monthly release cadence to deliver new features, performance improve- |
|
ments, and critical bug fixes. CUDA compatibility allows users to update the latest CUDA Toolkit soft- |
|
ware (including the compiler, libraries, and tools) without requiring update to the entire driver stack. |
|
|
|
The CUDA software environment consists of three parts: |
|
|
|
▶ CUDA Toolkit (libraries, CUDA runtime and developer tools) - SDK for developers to build CUDA |
|
|
|
applications. |
|
|
|
▶ CUDA driver - User-mode driver component used to run CUDA applications (e.g. |
|
|
|
libcuda.so on |
|
|
|
Linux systems). |
|
|
|
▶ NVIDIA GPU device driver - Kernel-mode driver component for NVIDIA GPUs. |
|
|
|
On Linux systems, the CUDA driver and kernel mode components are delivered together in the NVIDIA |
|
display driver package. This is shown in Figure 1. |
|
|
|
The |
|
CUDA |
|
com- |
|
piler |
|
(nvcc), |
|
pro- |
|
vides |
|
a |
|
way |
|
to |
|
han- |
|
dle |
|
CUDA |
|
and |
|
non- |
|
CUDA |
|
code |
|
(by |
|
split- |
|
ting |
|
and |
|
steer- |
|
ing |
|
com- |
|
pi- |
|
|
|
83 |
|
|
|
Fig. 1: Components of CUDA |
|
|
|
la- |
|
tion), |
|
along |
|
with |
|
the |
|
CUDA |
|
run- |
|
time, |
|
is |
|
part |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
of the CUDA compiler toolchain. The CUDA Runtime API provides developers with high-level C++ |
|
interface for simplified management of devices, kernel executions etc., While the CUDA driver API |
|
provides (CUDA Driver API) a low-level programming interface for applications to target NVIDIA |
|
hardware. |
|
|
|
Built on top of these technologies are CUDA libraries, some of which are included in the CUDA Toolkit, |
|
while others such as cuDNN may be released independently of the CUDA Toolkit. |
|
|
|
19.1. CUDA Toolkit Versioning |
|
|
|
Starting with CUDA 11, the toolkit versions are based on an industry-standard semantic versioning |
|
scheme: .X.Y.Z, where: |
|
|
|
▶ .X stands for the major version - APIs have changed and binary compatibility is broken. |
|
|
|
▶ .Y stands for the minor version - Introduction of new APIs, deprecation of old APIs, and source |
|
|
|
compatibility might be broken but binary compatibility is maintained. |
|
|
|
▶ .Z stands for the release/patch version - new updates and patches will increment this. |
|
|
|
Each component in the toolkit is recommended to be semantically versioned. From CUDA 11.3 NVRTC |
|
is also semantically versioned. We will note some of them later on in the document. The versions of |
|
the components in the toolkit are available in this table. |
|
|
|
Compatibility of the CUDA platform is thus intended to address a few scenarios: |
|
|
|
1. NVIDIA driver upgrades to systems with GPUs running in production for enterprises or datacen- |
|
ters can be complex and may need advance planning. Delays in rolling out new NVIDIA drivers |
|
could mean that users of such systems may not have access to new features available in CUDA |
|
releases. Not requiring driver updates for new CUDA releases can mean that new versions of the |
|
software can be made available faster to users. |
|
|
|
2. Many software libraries and applications built on top of CUDA (e.g. math libraries or deep learning |
|
frameworks) do not have a direct dependency on the CUDA runtime, compiler or driver. In such |
|
cases, users or developers can still benefit from not having to upgrade the entire CUDA Toolkit |
|
or driver to use these libraries or frameworks. |
|
|
|
3. Upgrading dependencies is error-prone and time consuming, and in some corner cases, can even |
|
change the semantics of a program. Constantly recompiling with the latest CUDA Toolkit means |
|
forcing upgrades on the end-customers of an application product. Package managers facilitate |
|
this process but unexpected issues can still arise and if a bug is found, it necessitates a repeat |
|
of the above upgrade process. |
|
|
|
CUDA supports several compatibility choices: |
|
|
|
84 |
|
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|
Chapter 19. CUDA Compatibility Developer’s Guide |
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|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
1. First introduced in CUDA 10, the CUDA Forward Compatible Upgrade is designed to allow users |
|
to get access to new CUDA features and run applications built with new CUDA releases on sys- |
|
tems with older installations of the NVIDIA datacenter driver. |
|
|
|
2. First introduced in CUDA 11.1, CUDA Enhanced Compatibility provides two benefits: |
|
|
|
▶ By leveraging semantic versioning across components in the CUDA Toolkit, an application |
|
can be built for one CUDA minor release (for example 11.1) and work across all future minor |
|
releases within the major family (i.e. 11.x). |
|
|
|
▶ The CUDA runtime has relaxed the minimum driver version check and thus no longer requires |
|
|
|
a driver upgrade when moving to a new minor release. |
|
|
|
3. The CUDA driver ensures backward Binary Compatibility is maintained for compiled CUDA appli- |
|
cations. Applications compiled with CUDA toolkit versions as old as 3.2 will run on newer drivers. |
|
|
|
19.2. Source Compatibility |
|
|
|
We define source compatibility as a set of guarantees provided by the library, where a well-formed |
|
application built against a specific version of the library (using the SDK) will continue to build and run |
|
without errors when a newer version of the SDK is installed. |
|
|
|
Both the CUDA driver and the CUDA runtime are not source compatible across the different SDK re- |
|
leases. APIs can be deprecated and removed. Therefore, an application that compiled successfully on |
|
an older version of the toolkit may require changes in order to compile against a newer version of the |
|
toolkit. |
|
|
|
Developers are notified through deprecation and documentation mechanisms of any current or up- |
|
coming changes. This does not mean that application binaries compiled using an older toolkit will |
|
not be supported anymore. Application binaries rely on CUDA Driver API interface and even though |
|
the CUDA Driver API itself may also have changed across toolkit versions, CUDA guarantees Binary |
|
Compatibility of the CUDA Driver API interface. |
|
|
|
19.3. Binary Compatibility |
|
|
|
We define binary compatibility as a set of guarantees provided by the library, where an application |
|
targeting the said library will continue to work when dynamically linked against a different version of |
|
the library. |
|
|
|
The CUDA Driver API has a versioned C-style ABI, which guarantees that applications that were running |
|
against an older driver (for example CUDA 3.2) will still run and function correctly against a modern |
|
driver (for example one shipped with CUDA 11.0). This means that even though an application source |
|
might need to be changed if it has to be recompiled against a newer CUDA Toolkit in order to use the |
|
newer features, replacing the driver components installed in a system with a newer version will always |
|
support existing applications and its functions. |
|
|
|
The CUDA Driver API thus is binary-compatible (the OS loader can pick up a newer version and the |
|
application continues to work) but not source-compatible (rebuilding your application against a newer |
|
SDK might require source changes). |
|
|
|
19.2. Source Compatibility |
|
|
|
85 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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Be- |
|
fore |
|
we |
|
pro- |
|
ceed |
|
fur- |
|
ther |
|
on |
|
this |
|
topic, |
|
it’s |
|
im- |
|
por- |
|
tant |
|
for |
|
de- |
|
vel- |
|
op- |
|
ers |
|
to |
|
un- |
|
der- |
|
stand |
|
the |
|
con- |
|
cept |
|
of |
|
Min- |
|
i- |
|
mum |
|
Driver |
|
Ver- |
|
sion |
|
and |
|
how |
|
that |
|
|
|
Fig. 2: CUDA Toolkit and Minimum Driver Versions |
|
|
|
may affect them. |
|
|
|
Each version of the CUDA Toolkit (and runtime) requires a minimum version of the NVIDIA driver. Appli- |
|
cations compiled against a CUDA Toolkit version will only run on systems with the specified minimum |
|
driver version for that toolkit version. Prior to CUDA 11.0, the minimum driver version for a toolkit was |
|
the same as the driver shipped with that version of the CUDA Toolkit. |
|
|
|
So, when an application is built with CUDA 11.0, it can only run on a system with an R450 or later driver. |
|
If such an application is run on a system with the R418 driver installed, CUDA initialization will return |
|
an error as can be seen in the example below. |
|
|
|
In this example, the deviceQuery sample is compiled with CUDA 11.1 and is run on a system with R418. |
|
In this scenario, CUDA initialization returns an error due to the minimum driver requirement. |
|
|
|
ubuntu@:~∕samples∕1_Utilities∕deviceQuery |
|
$ make |
|
∕usr∕local∕cuda-11.1∕bin∕nvcc -ccbin g++ -I..∕..∕common∕inc |
|
,→arch=compute_35,code=sm_35 -gencode arch=compute_37,code=sm_37 -gencode |
|
,→arch=compute_50,code=sm_50 -gencode arch=compute_52,code=sm_52 -gencode |
|
,→arch=compute_60,code=sm_60 -gencode arch=compute_61,code=sm_61 -gencode |
|
,→arch=compute_70,code=sm_70 -gencode arch=compute_75,code=sm_75 -gencode |
|
,→arch=compute_80,code=sm_80 -gencode arch=compute_86,code=sm_86 -gencode |
|
,→arch=compute_86,code=compute_86 -o deviceQuery.o -c deviceQuery.cpp |
|
86 |
|
|
|
-m64 |
|
|
|
-gencode |
|
|
|
Chapter 19. CUDA Compatibility Developer’s Guide |
|
|
|
(continues on next page) |
|
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|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
(continued from previous page) |
|
|
|
∕usr∕local∕cuda-11.1∕bin∕nvcc -ccbin g++ |
|
-gencode arch=compute_35,code=sm_ |
|
,→35 -gencode arch=compute_37,code=sm_37 -gencode arch=compute_50,code=sm_50 -gencode |
|
,→arch=compute_52,code=sm_52 -gencode arch=compute_60,code=sm_60 -gencode |
|
,→arch=compute_61,code=sm_61 -gencode arch=compute_70,code=sm_70 -gencode |
|
,→arch=compute_75,code=sm_75 -gencode arch=compute_80,code=sm_80 -gencode |
|
,→arch=compute_86,code=sm_86 -gencode arch=compute_86,code=compute_86 -o deviceQuery |
|
,→deviceQuery.o |
|
|
|
-m64 |
|
|
|
$ nvidia-smi |
|
|
|
+-----------------------------------------------------------------------------+ |
|
| NVIDIA-SMI 418.165.02 |
|
| |
|
Driver Version: 418.165.02 |
|
|-------------------------------+----------------------+----------------------+ |
|
| GPU |
|
Disp.A | Volatile Uncorr. ECC | |
|
| Fan |
|
Memory-Usage | GPU-Util Compute M. | |
|
|===============================+======================+======================| |
|
0 | |
|
0 |
|
| |
|
| N∕A |
|
Default | |
|
+-------------------------------+----------------------+----------------------+ |
|
|
|
| 00000000:00:1E.0 Off | |
|
0MiB ∕ 15079MiB | |
|
|
|
Persistence-M| Bus-Id |
|
Pwr:Usage∕Cap| |
|
|
|
CUDA Version: 10.1 |
|
|
|
Name |
|
Temp |
|
|
|
Tesla T4 |
|
|
|
28W ∕ |
|
|
|
70W | |
|
|
|
Perf |
|
|
|
42C |
|
|
|
0% |
|
|
|
On |
|
|
|
P0 |
|
|
|
GPU |
|
|
|
+-----------------------------------------------------------------------------+ |
|
GPU Memory | |
|
| Processes: |
|
| |
|
| |
|
Usage |
|
|=============================================================================| |
|
| |
|
| |
|
+-----------------------------------------------------------------------------+ |
|
|
|
No running processes found |
|
|
|
Process name |
|
|
|
Type |
|
|
|
PID |
|
|
|
$ samples∕bin∕x86_64∕linux∕release∕deviceQuery |
|
samples∕bin∕x86_64∕linux∕release∕deviceQuery Starting... |
|
|
|
CUDA Device Query (Runtime API) version (CUDART static linking) |
|
|
|
cudaGetDeviceCount returned 3 |
|
-> initialization error |
|
Result = FAIL |
|
|
|
Refer to the CUDA Toolkit Release Notes for details for the minimum driver version and the version of |
|
the driver shipped with the toolkit. |
|
|
|
19.3.1. CUDA Binary (cubin) Compatibility |
|
|
|
A slightly related but important topic is one of application binary compatibility across GPU architec- |
|
tures in CUDA. |
|
|
|
CUDA C++ provides a simple path for users familiar with the C++ programming language to easily write |
|
programs for execution by the device. Kernels can be written using the CUDA instruction set architec- |
|
ture, called PTX, which is described in the PTX reference manual. It is however usually more effective |
|
to use a high-level programming language such as C++. In both cases, kernels must be compiled into |
|
binary code by nvcc (called cubins) to execute on the device. |
|
|
|
The cubins are architecture-specific. Binary compatibility for cubins is guaranteed from one compute |
|
capability minor revision to the next one, but not from one compute capability minor revision to the |
|
|
|
19.3. Binary Compatibility |
|
|
|
87 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
previous one or across major compute capability revisions. In other words, a cubin object generated |
|
for compute capability X.y will only execute on devices of compute capability X.z where zy. |
|
|
|
To execute code on devices of specific compute capability, an application must load binary or PTX code |
|
that is compatible with this compute capability. For portability, that is, to be able to execute code on |
|
future GPU architectures with higher compute capability (for which no binary code can be generated |
|
yet), an application must load PTX code that will be just-in-time compiled by the NVIDIA driver for |
|
these future devices. |
|
|
|
More information on cubins, PTX and application compatibility can be found in the CUDA C++ Pro- |
|
gramming Guide. |
|
|
|
19.4. CUDA Compatibility Across Minor Releases |
|
|
|
By leveraging the semantic versioning, starting with CUDA 11, components in the CUDA Toolkit will |
|
remain binary compatible across the minor versions of the toolkit. In order to maintain binary com- |
|
patibility across minor versions, the CUDA runtime no longer bumps up the minimum driver version |
|
required for every minor release - this only happens when a major release is shipped. |
|
|
|
One of the main reasons a new toolchain requires a new minimum driver is to handle the JIT compilation |
|
of PTX code and the JIT linking of binary code. |
|
|
|
In this section, we will review the usage patterns that may require new user workflows when taking |
|
advantage of the compatibility features of the CUDA platform. |
|
|
|
19.4.1. Existing CUDA Applications within Minor Versions |
|
|
|
of CUDA |
|
|
|
$ nvidia-smi |
|
|
|
Name |
|
Temp |
|
|
|
Driver Version: 450.80.02 |
|
|
|
+-----------------------------------------------------------------------------+ |
|
| NVIDIA-SMI 450.80.02 |
|
| |
|
|-------------------------------+----------------------+----------------------+ |
|
Disp.A | Volatile Uncorr. ECC | |
|
| GPU |
|
| Fan |
|
Compute M. | |
|
MIG M. | |
|
| |
|
|===============================+======================+======================| |
|
| |
|
0 | |
|
0 |
|
Default | |
|
| N∕A |
|
N∕A | |
|
| |
|
+-------------------------------+----------------------+----------------------+ |
|
|
|
| 00000000:00:1E.0 Off | |
|
0MiB ∕ 15109MiB | |
|
| |
|
|
|
Persistence-M| Bus-Id |
|
Pwr:Usage∕Cap| |
|
| |
|
|
|
Memory-Usage | GPU-Util |
|
|
|
CUDA Version: 11.0 |
|
|
|
70W | |
|
| |
|
|
|
Tesla T4 |
|
|
|
9W ∕ |
|
|
|
Perf |
|
|
|
39C |
|
|
|
0% |
|
|
|
On |
|
|
|
P8 |
|
|
|
| |
|
|
|
GPU |
|
|
|
+-----------------------------------------------------------------------------+ |
|
| Processes: |
|
| |
|
GPU Memory | |
|
| |
|
| |
|
| |
|
Usage |
|
|=============================================================================| |
|
| |
|
| |
|
+-----------------------------------------------------------------------------+ |
|
|
|
No running processes found |
|
|
|
Process name |
|
|
|
CI |
|
ID |
|
|
|
GI |
|
ID |
|
|
|
Type |
|
|
|
PID |
|
|
|
88 |
|
|
|
Chapter 19. CUDA Compatibility Developer’s Guide |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
When our CUDA 11.1 application (i.e. cudart 11.1 is statically linked) is run on the system, we see that |
|
it runs successfully even when the driver reports a 11.0 version - that is, without requiring the driver |
|
or other toolkit components to be updated on the system. |
|
|
|
$ samples∕bin∕x86_64∕linux∕release∕deviceQuery |
|
samples∕bin∕x86_64∕linux∕release∕deviceQuery Starting... |
|
|
|
CUDA Device Query (Runtime API) version (CUDART static linking) |
|
|
|
Detected 1 CUDA Capable device(s) |
|
|
|
Device 0: "Tesla T4" |
|
|
|
CUDA Driver Version ∕ Runtime Version |
|
CUDA Capability Major∕Minor version number: |
|
|
|
11.0 ∕ 11.1 |
|
7.5 |
|
|
|
...<snip>... |
|
|
|
deviceQuery, CUDA Driver = CUDART, CUDA Driver Version = 11.0, CUDA Runtime Version = |
|
,→11.1, NumDevs = 1 |
|
Result = PASS |
|
|
|
By using new CUDA versions, users can benefit from new CUDA programming model APIs, compiler |
|
optimizations and math library features. |
|
|
|
The following sections discuss some caveats and considerations. |
|
|
|
19.4.1.1 Handling New CUDA Features and Driver APIs |
|
|
|
A subset of CUDA APIs don’t need a new driver and they can all be used without any driver depen- |
|
dencies. For example, cuMemMap APIs or any of APIs introduced prior to CUDA 11.0, such as cudaDe- |
|
viceSynchronize, do not require a driver upgrade. To use other CUDA APIs introduced in a minor |
|
release (that require a new driver), one would have to implement fallbacks or fail gracefully. This situa- |
|
tion is not different from what is available today where developers use macros to compile out features |
|
based on CUDA versions. Users should refer to the CUDA headers and documentation for new CUDA |
|
APIs introduced in a release. |
|
|
|
When working with a feature exposed in a minor version of the toolkit, the feature might not be avail- |
|
able at runtime if the application is running against an older CUDA driver. Users wishing to take ad- |
|
vantage of such a feature should query its availability with a dynamic check in the code: |
|
|
|
static bool hostRegisterFeatureSupported = false; |
|
static bool hostRegisterIsDeviceAddress = false; |
|
|
|
static error_t cuFooFunction(int *ptr) |
|
{ |
|
|
|
int *dptr = null; |
|
if (hostRegisterFeatureSupported) { |
|
|
|
cudaHostRegister(ptr, size, flags); |
|
if (hostRegisterIsDeviceAddress) { |
|
|
|
qptr = ptr; |
|
|
|
} |
|
else { |
|
|
|
cudaHostGetDevicePointer(&qptr, ptr, 0); |
|
} |
|
|
|
} |
|
else { |
|
|
|
19.4. CUDA Compatibility Across Minor Releases |
|
|
|
89 |
|
|
|
(continues on next page) |
|
|
|
(continued from previous page) |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
∕∕ cudaMalloc(); |
|
∕∕ cudaMemcpy(); |
|
|
|
} |
|
|
|
gemm<<<1,1>>>(dptr); |
|
cudaDeviceSynchronize(); |
|
|
|
} |
|
|
|
int main() |
|
{ |
|
|
|
∕∕ rest of code here |
|
cudaDeviceGetAttribute( |
|
|
|
&hostRegisterFeatureSupported, |
|
cudaDevAttrHostRegisterSupported, |
|
0); |
|
|
|
cudaDeviceGetAttribute( |
|
|
|
&hostRegisterIsDeviceAddress, |
|
cudaDevAttrCanUseHostPointerForRegisteredMem, |
|
0); |
|
|
|
cuFooFunction(∕* malloced pointer *∕); |
|
|
|
} |
|
|
|
Alternatively the application’s interface might not work at all without a new CUDA driver and then its |
|
best to return an error right away: |
|
|
|
#define MIN_VERSION 11010 |
|
cudaError_t foo() |
|
{ |
|
|
|
int version = 0; |
|
cudaGetDriverVersion(&version); |
|
if (version < MIN_VERSION) { |
|
|
|
return CUDA_ERROR_INSUFFICIENT_DRIVER; |
|
|
|
} |
|
∕∕ proceed as normal |
|
|
|
} |
|
|
|
A new error code is added to indicate that the functionality is missing from the driver you are running |
|
against: cudaErrorCallRequiresNewerDriver. |
|
|
|
19.4.1.2 Using PTX |
|
|
|
PTX defines a virtual machine and ISA for general purpose parallel thread execution. PTX programs |
|
are translated at load time to the target hardware instruction set via the JIT Compiler which is part |
|
of the CUDA driver. As PTX is compiled by the CUDA driver, new toolchains will generate PTX that is |
|
not compatible with the older CUDA driver. This is not a problem when PTX is used for future device |
|
compatibility (the most common case), but can lead to issues when used for runtime compilation. |
|
|
|
For codes continuing to make use of PTX, in order to support compiling on an older driver, your code |
|
must be first transformed into device code via the static ptxjitcompiler library or NVRTC with the |
|
option of generating code for a specific architecture (e.g. sm_80) rather than a virtual architecture |
|
(e.g. compute_80). For this workflow, a new nvptxcompiler_static library is shipped with the CUDA |
|
Toolkit. |
|
|
|
We can see this usage in the following example: |
|
|
|
90 |
|
|
|
Chapter 19. CUDA Compatibility Developer’s Guide |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
char* compilePTXToNVElf() |
|
{ |
|
|
|
nvPTXCompilerHandle compiler = NULL; |
|
nvPTXCompileResult status; |
|
|
|
size_t elfSize, infoSize, errorSize; |
|
char *elf, *infoLog, *errorLog; |
|
int minorVer, majorVer; |
|
|
|
const char* compile_options[] = { "--gpu-name=sm_80", |
|
|
|
"--device-debug" |
|
|
|
}; |
|
|
|
nvPTXCompilerGetVersion(&majorVer, &minorVer); |
|
nvPTXCompilerCreate(&compiler, (size_t)strlen(ptxCode), ptxCode); |
|
status = nvPTXCompilerCompile(compiler, 2, compile_options); |
|
if (status != NVPTXCOMPILE_SUCCESS) { |
|
|
|
nvPTXCompilerGetErrorLogSize(compiler, (void*)&errorSize); |
|
|
|
if (errorSize != 0) { |
|
|
|
errorLog = (char*)malloc(errorSize+1); |
|
nvPTXCompilerGetErrorLog(compiler, (void*)errorLog); |
|
printf("Error log: %s\n", errorLog); |
|
free(errorLog); |
|
|
|
} |
|
exit(1); |
|
|
|
} |
|
|
|
nvPTXCompilerGetCompiledProgramSize(compiler, &elfSize)); |
|
elf = (char*)malloc(elfSize); |
|
nvPTXCompilerGetCompiledProgram(compiler, (void*)elf); |
|
nvPTXCompilerGetInfoLogSize(compiler, (void*)&infoSize); |
|
|
|
if (infoSize != 0) { |
|
|
|
infoLog = (char*)malloc(infoSize+1); |
|
nvPTXCompilerGetInfoLog(compiler, (void*)infoLog); |
|
printf("Info log: %s\n", infoLog); |
|
free(infoLog); |
|
|
|
} |
|
|
|
nvPTXCompilerDestroy(&compiler); |
|
return elf; |
|
|
|
} |
|
|
|
19.4.1.3 Dynamic Code Generation |
|
|
|
NVRTC is a runtime compilation library for CUDA C++. It accepts CUDA C++ source code in character |
|
string form and creates handles that can be used to obtain the PTX. The PTX string generated by |
|
NVRTC can be loaded by cuModuleLoadData and cuModuleLoadDataEx. |
|
|
|
Dealing with relocatable objects is not yet supported, therefore the cuLink* set of APIs in the CUDA |
|
driver will not work with enhanced compatibility. An upgraded driver matching the CUDA runtime |
|
version is currently required for those APIs. |
|
|
|
As mentioned in the PTX section, the compilation of PTX to device code lives along with the CUDA |
|
driver, hence the generated PTX might be newer than what is supported by the driver on the deploy- |
|
ment system. When using NVRTC, it is recommended that the resulting PTX code is first transformed |
|
|
|
19.4. CUDA Compatibility Across Minor Releases |
|
|
|
91 |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
to the final device code via the steps outlined by the PTX user workflow. This ensures your code is |
|
compatible. Alternatively, NVRTC can generate cubins directly starting with CUDA 11.1. Applications |
|
using the new API can load the final device code directly using driver APIs cuModuleLoadData and |
|
cuModuleLoadDataEx. |
|
|
|
NVRTC used to support only virtual architectures through the option -arch, since it was only emit- |
|
ting PTX. It will now support actual architectures as well to emit SASS. The interface is augmented to |
|
retrieve either the PTX or cubin if an actual architecture is specified. |
|
|
|
The example below shows how an existing example can be adapted to use the new features, guarded |
|
by the USE_CUBIN macro in this case: |
|
|
|
#include <nvrtc.h> |
|
#include <cuda.h> |
|
#include <iostream> |
|
|
|
void NVRTC_SAFE_CALL(nvrtcResult result) { |
|
|
|
if (result != NVRTC_SUCCESS) { |
|
|
|
std::cerr << "\nnvrtc error: " << nvrtcGetErrorString(result) << '\n'; |
|
std::exit(1); |
|
|
|
} |
|
|
|
} |
|
|
|
void CUDA_SAFE_CALL(CUresult result) { |
|
|
|
if (result != CUDA_SUCCESS) { |
|
|
|
const char *msg; |
|
cuGetErrorName(result, &msg); |
|
std::cerr << "\ncuda error: " << msg << '\n'; |
|
std::exit(1); |
|
|
|
} |
|
|
|
} |
|
|
|
const char *hello = " |
|
extern \"C\" __global__ void hello() { |
|
|
|
printf(\"hello world\\n\"); |
|
|
|
} |
|
|
|
int main() |
|
{ |
|
|
|
\n\ |
|
\n\ |
|
\n\ |
|
\n"; |
|
|
|
nvrtcProgram prog; |
|
NVRTC_SAFE_CALL(nvrtcCreateProgram(&prog, hello, "hello.cu", 0, NULL, NULL)); |
|
|
|
#ifdef USE_CUBIN |
|
|
|
const char *opts[] = {"-arch=sm_70"}; |
|
|
|
#else |
|
|
|
const char *opts[] = {"-arch=compute_70"}; |
|
|
|
#endif |
|
|
|
nvrtcResult compileResult = nvrtcCompileProgram(prog, 1, opts); |
|
size_t logSize; |
|
NVRTC_SAFE_CALL(nvrtcGetProgramLogSize(prog, &logSize)); |
|
char *log = new char[logSize]; |
|
NVRTC_SAFE_CALL(nvrtcGetProgramLog(prog, log)); |
|
std::cout << log << '\n'; |
|
delete[] log; |
|
if (compileResult != NVRTC_SUCCESS) |
|
|
|
exit(1); |
|
|
|
size_t codeSize; |
|
|
|
#ifdef USE_CUBIN |
|
|
|
NVRTC_SAFE_CALL(nvrtcGetCUBINSize(prog, &codeSize)); |
|
|
|
(continues on next page) |
|
|
|
92 |
|
|
|
Chapter 19. CUDA Compatibility Developer’s Guide |
|
|
|
CUDA C++ Best Practices Guide, Release 12.5 |
|
|
|
(continued from previous page) |
|
|
|
char *code = new char[codeSize]; |
|
NVRTC_SAFE_CALL(nvrtcGetCUBIN(prog, code)); |
|
|
|
#else |
|
|
|
NVRTC_SAFE_CALL(nvrtcGetPTXSize(prog, &codeSize)); |
|
char *code = new char[codeSize]; |
|
NVRTC_SAFE_CALL(nvrtcGetPTX(prog, code)); |
|
|
|
#endif |
|
|
|
NVRTC_SAFE_CALL(nvrtcDestroyProgram(&prog)); |
|
CUdevice cuDevice; |
|
CUcontext context; |
|
CUmodule module; |
|
CUfunction kernel; |
|
CUDA_SAFE_CALL(cuInit(0)); |
|
CUDA_SAFE_CALL(cuDeviceGet(&cuDevice, 0)); |
|
CUDA_SAFE_CALL(cuCtxCreate(&context, 0, cuDevice)); |
|
CUDA_SAFE_CALL(cuModuleLoadDataEx(&module, code, 0, 0, 0)); |
|
CUDA_SAFE_CALL(cuModuleGetFunction(&kernel, module, "hello")); |
|
CUDA_SAFE_CALL(cuLaunchKernel(kernel, 1, 1, 1, 1, 1, 1, 0, NULL, NULL, 0)); |
|
CUDA_SAFE_CALL(cuCtxSynchronize()); |
|
CUDA_SAFE_CALL(cuModuleUnload(module)); |
|
CUDA_SAFE_CALL(cuCtxDestroy(context)); |
|
delete[] code; |
|
|
|
} |
|
|
|
19.4.1.4 Recommendations for building a minor-version compatible library |
|
|
|
We recommend that the CUDA runtime be statically linked to minimize dependencies. Verify that your |
|
library doesn’t leak dependencies, breakages, namespaces, etc. outside your established ABI contract. |
|
|
|
Follow semantic versioning for your library’s soname. Having a semantically versioned ABI means the |
|
interfaces need to be maintained and versioned. The library should follow semantic rules and incre- |
|
ment the version number when a change is made that affects this ABI contract. Missing dependencies |
|
is also a binary compatibility break, hence you should provide fallbacks or guards for functionality that |
|
depends on those interfaces. Increment major versions when there are ABI breaking changes such as |
|
API deprecation and modifications. New APIs can be added in minor versions. |
|
|
|
Conditionally use features to remain compatible against older drivers. If no new features are used (or |
|
if they are used conditionally with fallbacks provided) you’ll be able to remain compatible. |
|
|
|
Don’t expose ABI structures that can change. A pointer to a structure with a size embedded is a better |
|
solution. |
|
|
|
When linking with dynamic libraries from the toolkit, the library must be equal to or newer than what |
|
is needed by any one of the components involved in the linking of your application. For example, if you |
|
link against the CUDA 11.1 dynamic runtime, and use functionality from 11.1, as well as a separate |
|
shared library that was linked against the CUDA 11.2 dynamic runtime that requires 11.2 functionality, |
|
the final link step must include a CUDA 11.2 or newer dynamic runtime. |
|
|
|
19.4. CUDA Compatibility Across Minor Releases |
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93 |
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19.4.1.5 Recommendations for taking advantage of minor version compatibility in your application |
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|
|
Certain functionality might not be available so you should query where applicable. This is common for |
|
building applications that are GPU architecture, platform and compiler agnostic. However we now add |
|
“the underlying driver” to that mix. |
|
|
|
As with the previous section on library building recommendations, if using the CUDA runtime, we rec- |
|
ommend linking to the CUDA runtime statically when building your application. When using the driver |
|
APIs directly, we recommend using the new driver entry point access API (cuGetProcAddress) doc- |
|
umented here: CUDA Driver API :: CUDA Toolkit Documentation. |
|
|
|
When using a shared or static library, follow the release notes of said library to determine if the library |
|
supports minor version compatibility. |
|
|
|
94 |
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|
|
Chapter 19. CUDA Compatibility Developer’s Guide |
|
|
|
Chapter 20. Preparing for Deployment |
|
|
|
20.1. Testing for CUDA Availability |
|
|
|
When deploying a CUDA application, it is often desirable to ensure that the application will continue |
|
to function properly even if the target machine does not have a CUDA-capable GPU and/or a sufficient |
|
version of the NVIDIA Driver installed. (Developers targeting a single machine with known configura- |
|
tion may choose to skip this section.) |
|
|
|
Detecting a CUDA-Capable GPU |
|
|
|
When an application will be deployed to target machines of arbitrary/unknown configuration, the ap- |
|
plication should explicitly test for the existence of a CUDA-capable GPU in order to take appropri- |
|
ate action when no such device is available. The cudaGetDeviceCount() function can be used to |
|
query for the number of available devices. Like all CUDA Runtime API functions, this function will fail |
|
gracefully and return cudaErrorNoDevice to the application if there is no CUDA-capable GPU or cu- |
|
daErrorInsufficientDriver if there is not an appropriate version of the NVIDIA Driver installed. |
|
If cudaGetDeviceCount() reports an error, the application should fall back to an alternative code |
|
path. |
|
|
|
A system with multiple GPUs may contain GPUs of different hardware versions and capabilities. When |
|
using multiple GPUs from the same application, it is recommended to use GPUs of the same type, |
|
rather than mixing hardware generations. The cudaChooseDevice() function can be used to select |
|
the device that most closely matches a desired set of features. |
|
|
|
Detecting Hardware and Software Configuration |
|
|
|
When an application depends on the availability of certain hardware or software capabilities to enable |
|
certain functionality, the CUDA API can be queried for details about the configuration of the available |
|
device and for the installed software versions. |
|
|
|
The cudaGetDeviceProperties() function reports various features of the available devices, includ- |
|
ing the CUDA Compute Capability of the device (see also the Compute Capabilities section of the CUDA |
|
C++ Programming Guide). See Version Management for details on how to query the available CUDA |
|
software API versions. |
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95 |
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20.2. Error Handling |
|
|
|
All CUDA Runtime API calls return an error code of type cudaError_t; the return value will be equal |
|
to cudaSuccess if no errors have occurred. (The exceptions to this are kernel launches, which return |
|
void, and cudaGetErrorString(), which returns a character string describing the cudaError_t |
|
code that was passed into it.) The CUDA Toolkit libraries (cuBLAS, cuFFT, etc.) likewise return their |
|
own sets of error codes. |
|
|
|
Since some CUDA API calls and all kernel launches are asynchronous with respect to the host code, er- |
|
rors may be reported to the host asynchronously as well; often this occurs the next time the host and |
|
device synchronize with each other, such as during a call to cudaMemcpy() or to cudaDeviceSyn- |
|
chronize(). |
|
|
|
Always check the error return values on all CUDA API functions, even for functions that are not ex- |
|
pected to fail, as this will allow the application to detect and recover from errors as soon as possible |
|
should they occur. To check for errors occurring during kernel launches using the <<<...>>> syntax, |
|
which does not return any error code, the return code of cudaGetLastError() should be checked |
|
immediately after the kernel launch. Applications that do not check for CUDA API errors could at times |
|
run to completion without having noticed that the data calculated by the GPU is incomplete, invalid, |
|
or uninitialized. |
|
|
|
Note: The CUDA Toolkit Samples provide several helper functions for error checking with the various |
|
CUDA APIs; these helper functions are located in the samples∕common∕inc∕helper_cuda.h file in |
|
the CUDA Toolkit. |
|
|
|
20.3. Building for Maximum Compatibility |
|
|
|
Each generation of CUDA-capable device has an associated compute capability version that indicates |
|
the feature set supported by the device (see CUDA Compute Capability). One or more compute ca- |
|
pability versions can be specified to the nvcc compiler while building a file; compiling for the native |
|
compute capability for the target GPU(s) of the application is important to ensure that application |
|
kernels achieve the best possible performance and are able to use the features that are available on a |
|
given generation of GPU. |
|
|
|
When an application is built for multiple compute capabilities simultaneously (using several instances |
|
of the -gencode flag to nvcc), the binaries for the specified compute capabilities are combined into |
|
the executable, and the CUDA Driver selects the most appropriate binary at runtime according to the |
|
compute capability of the present device. If an appropriate native binary (cubin) is not available, but |
|
the intermediate PTX code (which targets an abstract virtual instruction set and is used for forward- |
|
compatibility) is available, then the kernel will be compiled Just In Time (JIT) (see Compiler JIT Cache |
|
Management Tools) from the PTX to the native cubin for the device. If the PTX is also not available, |
|
then the kernel launch will fail. |
|
|
|
Windows |
|
|
|
nvcc.exe -ccbin "C:\vs2008\VC\bin" |
|
|
|
-Xcompiler "∕EHsc ∕W3 ∕nologo ∕O2 ∕Zi ∕MT" |
|
-gencode=arch=compute_30,code=sm_30 |
|
-gencode=arch=compute_35,code=sm_35 |
|
-gencode=arch=compute_50,code=sm_50 |
|
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|
96 |
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(continues on next page) |
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|
(continued from previous page) |
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|
-gencode=arch=compute_60,code=sm_60 |
|
-gencode=arch=compute_70,code=sm_70 |
|
-gencode=arch=compute_75,code=sm_75 |
|
-gencode=arch=compute_75,code=compute_75 |
|
--compile -o "Release\mykernel.cu.obj" "mykernel.cu" |
|
|
|
Mac/Linux |
|
|
|
∕usr∕local∕cuda∕bin∕nvcc |
|
|
|
-gencode=arch=compute_30,code=sm_30 |
|
-gencode=arch=compute_35,code=sm_35 |
|
-gencode=arch=compute_50,code=sm_50 |
|
-gencode=arch=compute_60,code=sm_60 |
|
-gencode=arch=compute_70,code=sm_70 |
|
-gencode=arch=compute_75,code=sm_75 |
|
-gencode=arch=compute_75,code=compute_75 |
|
-O2 -o mykernel.o -c mykernel.cu |
|
|
|
Alternatively, the nvcc command-line option -arch=sm_XX can be used as a shorthand equivalent to |
|
the following more explicit -gencode= command-line options described above: |
|
|
|
-gencode=arch=compute_XX,code=sm_XX |
|
-gencode=arch=compute_XX,code=compute_XX |
|
|
|
However, while the -arch=sm_XX command-line option does result in inclusion of a PTX back-end |
|
target by default (due to the code=compute_XX target it implies), it can only specify a single target |
|
cubin architecture at a time, and it is not possible to use multiple -arch= options on the same nvcc |
|
command line, which is why the examples above use -gencode= explicitly. |
|
|
|
20.4. Distributing the CUDA Runtime and |
|
|
|
Libraries |
|
|
|
CUDA applications are built against the CUDA Runtime library, which handles device, memory, and ker- |
|
nel management. Unlike the CUDA Driver, the CUDA Runtime guarantees neither forward nor back- |
|
ward binary compatibility across versions. It is therefore best to redistribute the CUDA Runtime library |
|
with the application when using dynamic linking or else to statically link against the CUDA Runtime. |
|
This will ensure that the executable will be able to run even if the user does not have the same CUDA |
|
Toolkit installed that the application was built against. |
|
|
|
Note: When statically linking to the CUDA Runtime, multiple versions of the runtime can peacably |
|
coexist in the same application process simultaneously; for example, if an application uses one version |
|
of the CUDA Runtime, and a plugin to that application is statically linked to a different version, that is |
|
perfectly acceptable, as long as the installed NVIDIA Driver is sufficient for both. |
|
|
|
20.4. Distributing the CUDA Runtime and Libraries |
|
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|
97 |
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|
|
Statically-linked CUDA Runtime |
|
|
|
The easiest option is to statically link against the CUDA Runtime. This is the default if using nvcc to |
|
link in CUDA 5.5 and later. Static linking makes the executable slightly larger, but it ensures that the |
|
correct version of runtime library functions are included in the application binary without requiring |
|
separate redistribution of the CUDA Runtime library. |
|
|
|
Dynamically-linked CUDA Runtime |
|
|
|
If static linking against the CUDA Runtime is impractical for some reason, then a dynamically-linked |
|
version of the CUDA Runtime library is also available. (This was the default and only option provided in |
|
CUDA versions 5.0 and earlier.) |
|
|
|
To use dynamic linking with the CUDA Runtime when using the nvcc from CUDA 5.5 or later to link the |
|
application, add the --cudart=shared flag to the link command line; otherwise the statically-linked |
|
CUDA Runtime library is used by default. |
|
|
|
After the application is dynamically linked against the CUDA Runtime, this version of the runtime library |
|
should be bundled with the application. It can be copied into the same directory as the application |
|
executable or into a subdirectory of that installation path. |
|
|
|
Other CUDA Libraries |
|
|
|
Although the CUDA Runtime provides the option of static linking, some libraries included in the CUDA |
|
Toolkit are available only in dynamically-linked form. As with the dynamically-linked version of the |
|
CUDA Runtime library, these libraries should be bundled with the application executable when dis- |
|
tributing that application. |
|
|
|
20.4.1. CUDA Toolkit Library Redistribution |
|
|
|
The CUDA Toolkit’s End-User License Agreement (EULA) allows for redistribution of many of the CUDA |
|
libraries under certain terms and conditions. This allows applications that depend on these libraries |
|
to redistribute the exact versions of the libraries against which they were built and tested, thereby |
|
avoiding any trouble for end users who might have a different version of the CUDA Toolkit (or perhaps |
|
none at all) installed on their machines. Please refer to the EULA for details. |
|
|
|
Note: This does not apply to the NVIDIA Driver; the end user must still download and install an NVIDIA |
|
Driver appropriate to their GPU(s) and operating system. |
|
|
|
98 |
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Chapter 20. Preparing for Deployment |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
20.4.1.1 Which Files to Redistribute |
|
|
|
When redistributing the dynamically-linked versions of one or more CUDA libraries, it is important to |
|
identify the exact files that need to be redistributed. The following examples use the cuBLAS library |
|
from CUDA Toolkit 5.5 as an illustration: |
|
|
|
Linux |
|
|
|
In a shared library on Linux, there is a string field called the SONAME that indicates the binary compati- |
|
bility level of the library. The SONAME of the library against which the application was built must match |
|
the filename of the library that is redistributed with the application. |
|
|
|
For example, in the standard CUDA Toolkit installation, the files libcublas.so and libcublas.so. |
|
5.5 are both symlinks pointing to a specific build of cuBLAS, which is named like libcublas.so.5. |
|
5.x, where x is the build number (e.g., libcublas.so.5.5.17). However, the SONAME of this library |
|
is given as “libcublas.so.5.5”: |
|
|
|
$ objdump -p ∕usr∕local∕cuda∕lib64∕libcublas.so | grep SONAME |
|
|
|
SONAME |
|
|
|
libcublas.so.5.5 |
|
|
|
Because of this, even if -lcublas (with no version number specified) is used when linking the appli- |
|
cation, the SONAME found at link time implies that “libcublas.so.5.5” is the name of the file that |
|
the dynamic loader will look for when loading the application and therefore must be the name of the |
|
file (or a symlink to the same) that is redistributed with the application. |
|
|
|
The ldd tool is useful for identifying the exact filenames of the libraries that the application expects |
|
to find at runtime as well as the path, if any, of the copy of that library that the dynamic loader would |
|
select when loading the application given the current library search path: |
|
|
|
$ ldd a.out | grep libcublas |
|
|
|
libcublas.so.5.5 => ∕usr∕local∕cuda∕lib64∕libcublas.so.5.5 |
|
|
|
Mac |
|
|
|
In a shared library on Mac OS X, there is a field called the install name that indicates the expected |
|
installation path and filename the library; the CUDA libraries also use this filename to indicate binary |
|
compatibility. The value of this field is propagated into an application built against the library and is |
|
used to locate the library of the correct version at runtime. |
|
|
|
For example, if the install name of the cuBLAS library is given as @rpath∕libcublas.5.5.dylib, |
|
then the library is version 5.5 and the copy of this library redistributed with the application must be |
|
named libcublas.5.5.dylib, even though only -lcublas (with no version number specified) is |
|
used at link time. Furthermore, this file should be installed into the @rpath of the application; see |
|
Where to Install Redistributed CUDA Libraries. |
|
|
|
To view a library’s install name, use the otool -L command: |
|
|
|
$ otool -L a.out |
|
a.out: |
|
|
|
@rpath∕libcublas.5.5.dylib (...) |
|
|
|
Windows |
|
|
|
The binary compatibility version of the CUDA libraries on Windows is indicated as part of the filename. |
|
|
|
For example, a 64-bit application linked to cuBLAS 5.5 will look for cublas64_55.dll at runtime, so |
|
this is the file that should be redistributed with that application, even though cublas.lib is the file |
|
that the application is linked against. For 32-bit applications, the file would be cublas32_55.dll. |
|
|
|
20.4. Distributing the CUDA Runtime and Libraries |
|
|
|
99 |
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|
|
To verify the exact DLL filename that the application expects to find at runtime, use the dumpbin tool |
|
from the Visual Studio command prompt: |
|
|
|
$ dumpbin ∕IMPORTS a.exe |
|
Microsoft (R) COFF∕PE Dumper Version 10.00.40219.01 |
|
Copyright (C) Microsoft Corporation. |
|
|
|
All rights reserved. |
|
|
|
Dump of file a.exe |
|
|
|
File Type: EXECUTABLE IMAGE |
|
|
|
Section contains the following imports: |
|
|
|
... |
|
cublas64_55.dll |
|
... |
|
|
|
20.4.1.2 Where to Install Redistributed CUDA Libraries |
|
|
|
Once the correct library files are identified for redistribution, they must be configured for installation |
|
into a location where the application will be able to find them. |
|
|
|
On Windows, if the CUDA Runtime or other dynamically-linked CUDA Toolkit library is placed in the |
|
same directory as the executable, Windows will locate it automatically. On Linux and Mac, the -rpath |
|
linker option should be used to instruct the executable to search its local path for these libraries before |
|
searching the system paths: |
|
|
|
Linux/Mac |
|
|
|
nvcc -I $(CUDA_HOME)∕include |
|
|
|
-Xlinker "-rpath '$ORIGIN'" --cudart=shared |
|
-o myprogram myprogram.cu |
|
|
|
Windows |
|
|
|
nvcc.exe -ccbin "C:\vs2008\VC\bin" |
|
|
|
-Xcompiler "∕EHsc ∕W3 ∕nologo ∕O2 ∕Zi ∕MT" --cudart=shared |
|
-o "Release\myprogram.exe" "myprogram.cu" |
|
|
|
It may be necessary to adjust the value of -ccbin to reflect the location of your Visual Studio |
|
|
|
Note: |
|
installation. |
|
|
|
To specify an alternate path where the libraries will be distributed, use linker options similar to those |
|
below: |
|
|
|
Linux/Mac |
|
|
|
nvcc -I $(CUDA_HOME)∕include |
|
|
|
-Xlinker "-rpath '$ORIGIN∕lib'" --cudart=shared |
|
-o myprogram myprogram.cu |
|
|
|
Windows |
|
|
|
100 |
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|
Chapter 20. Preparing for Deployment |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
nvcc.exe -ccbin "C:\vs2008\VC\bin" |
|
|
|
-Xcompiler "∕EHsc ∕W3 ∕nologo ∕O2 ∕Zi ∕MT ∕DELAY" --cudart=shared |
|
-o "Release\myprogram.exe" "myprogram.cu" |
|
|
|
For Linux and Mac, the -rpath option is used as before. For Windows, the ∕DELAY option is used; this |
|
requires that the application call SetDllDirectory() before the first call to any CUDA API function |
|
in order to specify the directory containing the CUDA DLLs. |
|
|
|
Note: For Windows 8, SetDefaultDLLDirectories() and AddDllDirectory() should be used |
|
instead of SetDllDirectory(). Please see the MSDN documentation for these routines for more |
|
information. |
|
|
|
20.4. Distributing the CUDA Runtime and Libraries |
|
|
|
101 |
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|
|
102 |
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|
|
Chapter 20. Preparing for Deployment |
|
|
|
Chapter 21. Deployment Infrastructure |
|
|
|
Tools |
|
|
|
21.1. Nvidia-SMI |
|
|
|
The NVIDIA System Management Interface (nvidia-smi) is a command line utility that aids in the |
|
management and monitoring of NVIDIA GPU devices. This utility allows administrators to query GPU |
|
device state and, with the appropriate privileges, permits administrators to modify GPU device state. |
|
nvidia-smi is targeted at Tesla and certain Quadro GPUs, though limited support is also available |
|
on other NVIDIA GPUs. nvidia-smi ships with NVIDIA GPU display drivers on Linux, and with 64-bit |
|
Windows Server 2008 R2 and Windows 7. nvidia-smi can output queried information as XML or as |
|
human-readable plain text either to standard output or to a file. See the nvidia-smi documenation for |
|
details. Please note that new versions of nvidia-smi are not guaranteed to be backward-compatible |
|
with previous versions. |
|
|
|
21.1.1. Queryable state |
|
|
|
ECC error counts |
|
|
|
Both correctable single-bit and detectable double-bit errors are reported. Error counts are pro- |
|
vided for both the current boot cycle and the lifetime of the GPU. |
|
|
|
GPU utilization |
|
|
|
Current utilization rates are reported for both the compute resources of the GPU and the memory |
|
interface. |
|
|
|
Active compute process |
|
|
|
The list of active processes running on the GPU is reported, along with the corresponding process |
|
name/ID and allocated GPU memory. |
|
|
|
Clocks and performance state |
|
|
|
Max and current clock rates are reported for several important clock domains, as well as the |
|
current GPU performance state (pstate). |
|
|
|
Temperature and fan speed |
|
|
|
The current GPU core temperature is reported, along with fan speeds for products with active |
|
cooling. |
|
|
|
Power management |
|
|
|
The current board power draw and power limits are reported for products that report these mea- |
|
surements. |
|
|
|
103 |
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|
CUDA C++ Best Practices Guide, Release 12.5 |
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|
|
Identification |
|
|
|
Various dynamic and static information is reported, including board serial numbers, PCI device |
|
IDs, VBIOS/Inforom version numbers and product names. |
|
|
|
21.1.2. Modifiable state |
|
|
|
ECC mode |
|
|
|
Enable and disable ECC reporting. |
|
|
|
ECC reset |
|
|
|
Clear single-bit and double-bit ECC error counts. |
|
|
|
Compute mode |
|
|
|
Indicate whether compute processes can run on the GPU and whether they run exclusively or |
|
concurrently with other compute processes. |
|
|
|
Persistence mode |
|
|
|
Indicate whether the NVIDIA driver stays loaded when no applications are connected to the GPU. |
|
It is best to enable this option in most circumstances. |
|
|
|
GPU reset |
|
|
|
Reinitialize the GPU hardware and software state via a secondary bus reset. |
|
|
|
21.2. NVML |
|
|
|
The NVIDIA Management Library (NVML) is a C-based interface that provides direct access to the |
|
queries and commands exposed via nvidia-smi intended as a platform for building 3rd-party system |
|
management applications. The NVML API is shipped with the CUDA Toolkit (since version 8.0) and is |
|
also available standalone on the NVIDIA developer website as part of the GPU Deployment Kit through |
|
a single header file accompanied by PDF documentation, stub libraries, and sample applications; see |
|
https://developer.nvidia.com/gpu-deployment-kit. Each new version of NVML is backward-compatible. |
|
|
|
An additional set of Perl and Python bindings are provided for the NVML API. These bindings expose the |
|
same features as the C-based interface and also provide backwards compatibility. The Perl bindings |
|
are provided via CPAN and the Python bindings via PyPI. |
|
|
|
All of these products (nvidia-smi, NVML, and the NVML language bindings) are updated with each |
|
new CUDA release and provide roughly the same functionality. |
|
|
|
See https://developer.nvidia.com/nvidia-management-library-nvml for additional information. |
|
|
|
21.3. Cluster Management Tools |
|
|
|
Managing your GPU cluster will help achieve maximum GPU utilization and help you and your users |
|
extract the best possible performance. Many of the industry’s most popular cluster management |
|
tools support CUDA GPUs via NVML. For a listing of some of these tools, see https://developer.nvidia. |
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com/cluster-management. |
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21.4. Compiler JIT Cache Management Tools |
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Any PTX device code loaded by an application at runtime is compiled further to binary code by the |
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device driver. This is called just-in-time compilation (JIT). Just-in-time compilation increases application |
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load time but allows applications to benefit from latest compiler improvements. It is also the only way |
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for applications to run on devices that did not exist at the time the application was compiled. |
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When JIT compilation of PTX device code is used, the NVIDIA driver caches the resulting binary code on |
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disk. Some aspects of this behavior such as cache location and maximum cache size can be controlled |
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via the use of environment variables; see Just in Time Compilation of the CUDA C++ Programming |
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Guide. |
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21.5. CUDA_VISIBLE_DEVICES |
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It is possible to rearrange the collection of installed CUDA devices that will be visible to and enumerated |
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by a CUDA application prior to the start of that application by way of the CUDA_VISIBLE_DEVICES |
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environment variable. |
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Devices to be made visible to the application should be included as a comma-separated list in terms |
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of the system-wide list of enumerable devices. For example, to use only devices 0 and 2 from the |
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system-wide list of devices, set CUDA_VISIBLE_DEVICES=0,2 before launching the application. The |
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application will then enumerate these devices as device 0 and device 1, respectively. |
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21.4. Compiler JIT Cache Management Tools |
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Chapter 21. Deployment Infrastructure Tools |
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Chapter 22. Recommendations and |
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Best Practices |
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This chapter contains a summary of the recommendations for optimization that are explained in this |
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document. |
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22.1. Overall Performance Optimization |
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Strategies |
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Performance optimization revolves around three basic strategies: |
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▶ Maximizing parallel execution |
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▶ Optimizing memory usage to achieve maximum memory bandwidth |
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▶ Optimizing instruction usage to achieve maximum instruction throughput |
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Maximizing parallel execution starts with structuring the algorithm in a way that exposes as much par- |
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allelism as possible. Once the parallelism of the algorithm has been exposed, it needs to be mapped |
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to the hardware as efficiently as possible. This is done by carefully choosing the execution configu- |
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ration of each kernel launch. The application should also maximize parallel execution at a higher level |
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by explicitly exposing concurrent execution on the device through streams, as well as maximizing con- |
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current execution between the host and the device. |
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Optimizing memory usage starts with minimizing data transfers between the host and the device |
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because those transfers have much lower bandwidth than internal device data transfers. Kernel access |
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to global memory also should be minimized by maximizing the use of shared memory on the device. |
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Sometimes, the best optimization might even be to avoid any data transfer in the first place by simply |
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recomputing the data whenever it is needed. |
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The effective bandwidth can vary by an order of magnitude depending on the access pattern for each |
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type of memory. The next step in optimizing memory usage is therefore to organize memory accesses |
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according to the optimal memory access patterns. This optimization is especially important for global |
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memory accesses, because latency of access costs hundreds of clock cycles. Shared memory ac- |
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cesses, in counterpoint, are usually worth optimizing only when there exists a high degree of bank |
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conflicts. |
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As for optimizing instruction usage, the use of arithmetic instructions that have low throughput should |
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be avoided. This suggests trading precision for speed when it does not affect the end result, such as |
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using intrinsics instead of regular functions or single precision instead of double precision. Finally, par- |
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ticular attention must be paid to control flow instructions due to the SIMT (single instruction multiple |
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thread) nature of the device. |
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Chapter 22. Recommendations and Best Practices |
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Chapter 23. nvcc Compiler Switches |
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23.1. nvcc |
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The NVIDIA nvcc compiler driver converts .cu files into C++ for the host system and CUDA assembly |
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or binary instructions for the device. It supports a number of command-line parameters, of which the |
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following are especially useful for optimization and related best practices: |
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▶ -maxrregcount=N specifies the maximum number of registers kernels can use at a per-file level. |
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See Register Pressure. (See also the__launch_bounds__ qualifier discussed in Execution Con- |
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figuration of the CUDA C++ Programming Guide to control the number of registers used on a |
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per-kernel basis.) |
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▶ --ptxas-options=-v or -Xptxas=-v lists per-kernel register, shared, and constant memory |
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usage. |
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▶ -ftz=true (denormalized numbers are flushed to zero) |
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▶ -prec-div=false (less precise division) |
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▶ -prec-sqrt=false (less precise square root) |
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▶ -use_fast_math compiler option of nvcc coerces every functionName() call to the equivalent |
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__functionName() call. This makes the code run faster at the cost of diminished precision and |
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accuracy. See Math Libraries. |
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Chapter 23. nvcc Compiler Switches |
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Chapter 24. Notices |
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24.1. Notice |
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This document is provided for information purposes only and shall not be regarded as a warranty of a |
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certain functionality, condition, or quality of a product. NVIDIA Corporation (“NVIDIA”) makes no repre- |
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sentations or warranties, expressed or implied, as to the accuracy or completeness of the information |
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contained in this document and assumes no responsibility for any errors contained herein. NVIDIA shall |
|
have no liability for the consequences or use of such information or for any infringement of patents |
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or other rights of third parties that may result from its use. This document is not a commitment to |
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develop, release, or deliver any Material (defined below), code, or functionality. |
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NVIDIA reserves the right to make corrections, modifications, enhancements, improvements, and any |
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other changes to this document, at any time without notice. |
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Customer should obtain the latest relevant information before placing orders and should verify that |
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NVIDIA products are sold subject to the NVIDIA standard terms and conditions of sale supplied at the |
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NVIDIA products are not designed, authorized, or warranted to be suitable for use in medical, military, |
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NVIDIA makes no representation or warranty that products based on this document will be suitable for |
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It is customer’s sole responsibility to evaluate and determine the applicability of any information con- |
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contrary to this document or (ii) customer product designs. |
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No license, either expressed or implied, is granted under any NVIDIA patent right, copyright, or other |
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NVIDIA intellectual property right under this document. |
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Information published by NVIDIA regarding |
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third-party products or services does not constitute a license from NVIDIA to use such products or |
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111 |
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CUDA C++ Best Practices Guide, Release 12.5 |
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services or a warranty or endorsement thereof. Use of such information may require a license from a |
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third party under the patents or other intellectual property rights of the third party, or a license from |
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NVIDIA under the patents or other intellectual property rights of NVIDIA. |
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Reproduction of information in this document is permissible only if approved in advance by NVIDIA |
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in writing, reproduced without alteration and in full compliance with all applicable export laws and |
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THIS DOCUMENT AND ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, |
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DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE |
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BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR |
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OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WAR- |
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TO THE EXTENT NOT PROHIBITED BY LAW, IN NO EVENT WILL NVIDIA BE LIABLE FOR ANY DAMAGES, |
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ever, NVIDIA’s aggregate and cumulative liability towards customer for the products described herein |
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shall be limited in accordance with the Terms of Sale for the product. |
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24.2. OpenCL |
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OpenCL is a trademark of Apple Inc. used under license to the Khronos Group Inc. |
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24.3. Trademarks |
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NVIDIA and the NVIDIA logo are trademarks or registered trademarks of NVIDIA Corporation in the |
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U.S. and other countries. Other company and product names may be trademarks of the respective |
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companies with which they are associated. |
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Copyright |
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©2007-2024, NVIDIA Corporation & affiliates. All rights reserved |
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112 |
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Chapter 24. Notices |
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