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CS179: GPU Programming
Lecture 1: Introduction
Today
 Course summary
 Administrative details
 Brief history of GPU computing
 Introduction to CUDA
Course Summary
 GPU Programming
 What:
 GPU: Graphics processing unit -- highly parallel
 APIs for accelerated hardware
 Why:
 Parallel processing
Course Summary:
Why GPU?
Course Summary:
Why GPU?
 How many cores, exactly?
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GeForce 8800 Ultra (2007) - 128
GeForce GTX 260 (2008) - 192
GeForce GTX 295 (2009) - 480*
GeForce GTX 480 (2010) - 480
GeForce GTX 590 (2011) - 1024*
GeForce GTX 690 (2012) - 3072*
GeForce GTX Titan Z (2014) - 5760*
* indicates these are cards shipped
with 2 GPUs in them, effectively
doubling the cores
Course Summary:
Why GPU?
Course Summary:
Why GPU?
Course Summary:
Why GPU?
Course Summary:
Why GPU?
 What kinds of speedups do we get?
Course Summary:
Overview
 What will you learn?
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CUDA
Parallelizing problems
Optimizing GPU code
CUDA libraries
 What will we not cover?
 OpenGL
 C/C++
Administrative:
Course Details
 CS179: GPU Programming
 Website: http://courses.cms.caltech.edu/cs179/
 Course Instructors/TA’s:
 Connor DeFanti (cdefanti@caltech.edu)
 Kevin Yuh (kyuh@caltech.edu)
 Overseeing Instructor:
 Al Barr (barr@cs.caltech.edu)
 Class time:
 MWF 5:00-5:55PM
Administrative:
Assignments
 Homework:
 8 assignments
 Each worth 10% of your grade (100 pts. each)
 Final Project:
 2 weeks for a custom final project
 Details are up to you!
 20% of your grade (200 pts.)
Administrative:
Assignments
 Assignments will be due Wednesday, 5PM
 Extensions may be granted…
 Talk to TA’s beforehand!
 Office Hours: located in 104 ANB
 Connor: Tuesday, 8-10PM
 Kevin: Monday, 8-10PM
Administrative:
Assignments
 Doing the assignments:
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CUDA-capable machine required!
Must have NVIDIA GPU
Setting up environment can be tricky
Three options:
 DIY with your own setup
 Use provided instructions with given environment
 Use lab machines
Administrative:
Assignments
 Submitting assignments:
 Due date: Wednesday 5PM
 Submit assignment as .tar/.zip, or similar
 Include README file!
 Name, compilation instructions, answers to conceptual questions on
sets, etc.
 Submit all assignments to cdefanti@caltech.edu
 Receiving graded assignments:
 Assignments should get back 1 week after submission
 We will email you back with grade and comments
GPU History:
Early Days
 Before GPUs:
 All graphics run on the CPU
 Each pixel drawn in series
 Super slow! (CS171, anyone?)
 Early GPUs:
 1980s: Blitters (fixed image sprites) allowed fast image memory
transfer
 1990s: Introduction of DirectX and OpenGL
 Brought fixed function pipeline for rendering
GPU History:
Early Days
 Fixed Function Pipeline:
 “Fixed” OpenGL states
 Phong or Gouraud shading?
 Render as wireframe or solid?
 Very limiting, made early games look similar
GPU History:
Shaders
 Early 2000’s: shaders introduced
 Allow for much more interesting shading models
GPU History:
Shaders
 Shaders: expanded world of rendering greatly
 Vertex shaders: apply operations per-vertex
 Fragment shaders: apply operations per-pixel
 Geometry shaders: apply operations to add new geometry
GPU History:
Shaders
 These are great when dealing with graphics data…
 Vertices, faces, pixels, etc.
 What about general purpose?
 Can trick GPU
 DirectX “compute” shader may be an option
 Anything slicker?
GPU History:
CUDA
 2007: NVIDIA introduces CUDA
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C-style programming API for GPU
Easier to do GPGPU
Easier memory handling
Better tools, libraries, etc.
GPU History:
CUDA
 New advantages on the table:
 Scattered reads
 Shared memory
 Faster memory transfer to/from the GPU
GPU History:
Other APIs
 Plenty of other API’s exist for GPGPU
 OpenCL/WebCL
 DirectX Compute Shader
 Other
Using the GPU
 Highly parallelizable parts of computational problems
A simple problem…
 Add two arrays
 A[] + B[] -> C[]
 On the CPU:
(allocate memory for C)
For (i from 1 to array length)
C[i] <- A[i] + B[i]
 Operates sequentially… can we do better?
A simple problem…
 On the CPU (multi-threaded):
(allocate memory for C)
Create # of threads equal to number of cores on processor
(around 2, 4, perhaps 8)
(Allocate portions of A, B, C to each thread...)
...
In each thread,
For (i from beginning region of thread)
C[i] <- A[i] + B[i]
//lots of waiting involved for memory reads, writes, ...
Wait for threads to synchronize...
 Slightly faster – 2-8x (slightly more with other tricks)
A simple problem…
 How many threads? How does performance scale?
 Context switching: High penalty on the CPU!
A simple problem…
 On the GPU:
(allocate memory for A, B, C on GPU)
Create the “kernel” – each thread will perform one (or a
few) additions
Specify the following kernel operation:
For (all i‘s assigned to this thread)
C[i] <- A[i] + B[i]
Start ~20000 (!) threads
Wait for threads to synchronize...
 Speedup: Very high! (e.g. 10x, 100x)
GPU: Strengths Revealed
 Parallelism
 Low context switch penalty!
 We can “cover up” performance loss by creating more threads!
GPU Computing: Step by Step
 Setup inputs on the host (CPU-accessible memory)
 Allocate memory for inputs on the GPU
 Copy inputs from host to GPU
 Allocate memory for outputs on the host
 Allocate memory for outputs on the GPU
 Start GPU kernel
 Copy output from GPU to host
 (Copying can be asynchronous)
GPU: Internals
 Blocks: Groups of threads
 Can cooperate via shared memory
 Can synchronize with each other
 Max size: 512, 1024 threads (hardware-dependent)
 Warps: Subgroups of threads within block
 Execute “in-step”
 Size: 32 threads
SIMD processing unit
Block
GPU: Internals
Warp
The Kernel
 Our “parallel” function
 Simple implementation (won’t work for lots of values)
Indexing
 Can get a block ID and thread ID within the block:
 Unique thread ID!
Calling the Kernel
…
Calling the Kernel (2)
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