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PTX . +. +. +. +. +19.4.1.3 Dynamic Code Generation . +19.4.1.4 +19.4.1.5 + +. +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +20 Preparing for Deployment + +. + +. + +. + +20.1 +20.2 +20.3 +20.4 + +. +. +Testing for CUDA Availability . +. +Error Handling . +. +. +. +. +Building for Maximum Compatibility . +Distributing the CUDA Runtime and Libraries . +. +. + +. +. +. +. +. +20.4.1 CUDA Toolkit Library Redistribution . +20.4.1.1 Which Files to Redistribute . +. +. +20.4.1.2 Where to Install Redistributed CUDA Libraries . + +. +. +. +. +. +. + +. +. +. +. +. +. + +. +. +. +. +. +. + +. +. +. +. +. +. + +. +. +. +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +21.1 + +Nvidia-SMI + +21 Deployment Infrastructure Tools +. +. +. +. + +. +21.1.1 Queryable state . +21.1.2 Modifiable state . +. + +. +. +. +. +. +. +. +NVML . +. +. +Cluster Management Tools . +. +Compiler JIT Cache Management Tools . +. +CUDA_VISIBLE_DEVICES . + +21.2 +21.3 +21.4 +21.5 + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. +. +. +. +. + +. 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+. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +. +. +. +. +. +. +. + +22 Recommendations and Best Practices + +22.1 Overall Performance Optimization Strategies . + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +23 nvcc Compiler Switches +. +nvcc . + +23.1 + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. + +. 70 +. 71 +. 73 +. 73 + +75 +. 75 +. 75 + +77 + +79 +. 79 +. 79 +. 80 +. 80 + +83 +. 84 +. 85 +. 85 +. 87 +. 88 +. 88 +. 89 +. 90 +. 91 +. 93 + +. 94 + +95 +. 95 +. 96 +. 96 +. 97 +. 98 +. 99 +. 100 + +103 +. 103 +. 103 +. 104 +. 104 +. 104 +. 105 +. 105 + +107 +. 107 + +109 +. 109 + +iii + + 24 Notices + +Notice . + +24.1 +. +24.2 OpenCL . +24.3 + +. +. +Trademarks . + +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +. +. +. + +111 +. 111 +. 112 +. 112 + +iv + + 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. + +Threads + +Threads on a CPU are generally heavyweight entities. The operating system must swap threads +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. + +RAM + +The host system and the device each have their own distinct attached physical memories1. As +the host and device memories are separated, items in the host memory must occasionally be + +1 On Systems on a Chip with integrated GPUs, such as NVIDIA® Tegra®, host and device memory are physically the same, but + +there is still a logical distinction between host and device memory. See the Application Note on CUDA for Tegra for details. + +15 + + CUDA C++ Best Practices Guide, Release 12.5 + +communicated between device memory and host memory as described in What Runs on a CUDA- +Enabled Device?. + +These are the primary hardware differences between CPU hosts and GPU devices with respect to par- +allel programming. Other differences are discussed as they arise elsewhere in this document. Applica- +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. + +6.2. What Runs on a CUDA-Enabled Device? + +The following issues should be considered when determining what parts of an application to run on +the device: + +▶ 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. + +▶ 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. + +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 + +16 + +Chapter 6. Heterogeneous Computing + + CUDA C++ Best Practices Guide, Release 12.5 + +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. + +6.2. What Runs on a CUDA-Enabled Device? + +17 + + CUDA C++ Best Practices Guide, Release 12.5 + +18 + +Chapter 6. Heterogeneous Computing + + Chapter 7. Application Profiling + +7.1. Profile + +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. + +7.1.1. Creating the Profile + +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 +16.67 +16.67 +16.67 +16.67 +0.00 +0.00 +0.00 +0.00 +0.00 + +cumulative +seconds + +0.02 +0.03 +0.04 +0.05 +0.06 +0.06 +0.06 +0.06 +0.06 +0.06 + +self +seconds +0.02 +0.01 +0.01 +0.01 +0.01 +0.00 +0.00 +0.00 +0.00 +0.00 + +calls +7208 +240 +8 +7 + +236 +192 +47 +45 +1 + +self + +total + +ms∕call ms∕call +0.00 +0.12 +1.25 +1.43 + +0.00 +0.04 +1.25 +1.43 + +0.00 +0.00 +0.00 +0.00 +0.00 + +0.00 +0.00 +0.00 +0.00 +50.00 + +name +genTimeStep +calcStats +calcSummaryData +write +mcount +tzset +tolower +strlen +strchr +main + +(continues on next page) + +19 + + CUDA C++ Best Practices Guide, Release 12.5 + +0.00 +0.00 +0.00 +0.00 + +0.06 +0.06 +0.06 +0.06 + +0.00 +0.00 +0.00 +0.00 + +1 +1 +1 +1 + +0.00 +0.00 +0.00 +0.00 + +0.00 +10.11 +0.00 +50.00 + +memcpy +print +profil +report + +(continued from previous page) + +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 ). + +20 + +Chapter 7. Application Profiling + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + + CUDA C++ Best Practices Guide, Release 12.5 + +22 + +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. + +23 + + CUDA C++ Best Practices Guide, Release 12.5 + +24 + +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. + +25 + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + + CUDA C++ Best Practices Guide, Release 12.5 + +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. + +28 + +Chapter 10. Getting the Right Answer + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + +29 + + CUDA C++ Best Practices Guide, Release 12.5 + +30 + +Chapter 10. Getting the Right Answer + + Chapter 11. Optimizing CUDA + +Applications + +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. + +31 + + CUDA C++ Best Practices Guide, Release 12.5 + +32 + +Chapter 11. Optimizing CUDA Applications + + 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 + +33 + + CUDA C++ Best Practices Guide, Release 12.5 + +impact. + +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<<>> ( 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. + +34 + +Chapter 12. Performance Metrics + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + + 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<<>>(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 + +Chapter 13. Memory Optimizations + + CUDA C++ Best Practices Guide, Release 12.5 + +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<<>>(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<<>>(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>>(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 + + 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 + +Chapter 13. Memory Optimizations + + The host code in Zero-copy host code shows how zero copy is typically set up. + +CUDA C++ Best Practices Guide, Release 12.5 + +Zero-copy host code + +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<<>>(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 + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + +Chapter 13. Memory Optimizations + + CUDA C++ Best Practices Guide, Release 12.5 + +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(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(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 + + 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(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 + +Chapter 13. Memory Optimizations + + 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. + +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. + +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]; + +13.2. Device Memory Spaces + +51 + +(continues on next page) + + CUDA C++ Best Practices Guide, Release 12.5 + +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). + +(continued from previous page) + +} +c[row*N+col] = sum; + +} + +In Unoptimized matrix multiplication, a, b, and c are pointers to global memory for the matrices A, B, +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. + +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. + +52 + +Chapter 13. Memory Optimizations + + CUDA C++ Best Practices Guide, Release 12.5 + +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) + +{ + +} + +__shared__ float aTile[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]; +__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). + +13.2. Device Memory Spaces + +53 + + CUDA C++ Best Practices Guide, Release 12.5 + +Improvement by reading additional data into shared memory + +__global__ void sharedABMultiply(float *a, float* b, float *c, + +int N) + +{ + +} + +__shared__ float aTile[TILE_DIM][TILE_DIM], +bTile[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]; +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 + +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 + +54 + +Chapter 13. Memory Optimizations + + CUDA C++ Best Practices Guide, Release 12.5 + +Unoptimized handling of strided accesses to global memory + +__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 + +55 + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + +▶ 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 +__global__ void pipeline_kernel_sync(T *global, uint64_t *clock, size_t copy_count) { + +extern __shared__ char s[]; +T *shared = reinterpret_cast(s); + +uint64_t clock_start = clock64(); + +(continues on next page) + +56 + +Chapter 13. Memory Optimizations + + CUDA C++ Best Practices Guide, Release 12.5 + +(continued from previous page) + +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(clock), + +clock_end - clock_start); + +} + +template +__global__ void pipeline_kernel_async(T *global, uint64_t *clock, size_t copy_count) { + +extern __shared__ char s[]; +T *shared = reinterpret_cast(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(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 + +57 + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + +58 + +Chapter 13. Memory Optimizations + + CUDA C++ Best Practices Guide, Release 12.5 + +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 + +Resolution- +independent coding + +None + +Addressing modes + +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 +