Parallelizing and Optimizing Programs
for GPU Acceleration using CUDA
Martin Burtscher
Department of Computer Science
CUDA Optimization Tutorial
Martin Burtscher
burtscher@txstate.edu
http://www.cs.txstate.edu/~burtscher/
Tutorial slides
http://www.cs.txstate.edu/~burtscher/tutorials/COT5/slides.pptx
CUDA Optimization Tutorial
2
High-end CPU-GPU Comparison
Cores
Active threads
Frequency
Peak performance (SP)
Peak mem. bandwidth
Maximum power
Price
Xeon E5-2687W
8 (superscalar)
2 per core
3.1 GHz
397 GFlop/s
51 GB/s
150 W
$1900
Kepler GTX 680
1536 (simple)
~11 per core
1.0 GHz
3090 GFlop/s
192 GB/s
195 W*
$500*
Release dates
Xeon: March 2012
Kepler: March 2012
*entire card
CUDA Optimization Tutorial
Intel
Nvidia
3
GPU Advantages
Performance
8x as many operations executed per second
Main memory bandwidth
4x as many bytes transferred per second
Cost-, energy-, and size-efficiency
29x as much performance per dollar
6x as much performance per watt
11x as much performance per area
(based on peak values)
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GPU Disadvantages
Clearly, we should be using GPUs all the time
So why aren’t we?
GPUs can only execute some types of code fast
Need lots of data parallelism, data reuse, & regularity
GPUs are harder to program and tune than CPUs
In part because of poor tool support
In part because of their architecture
In part because of poor support for irregular codes
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Outline (Part I)
Introduction
GPU programming
N-body example
Porting and tuning
Other considerations
Hightechreview.com
Conclusions
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CUDA Programming Model
Non-graphics
C/C++ with extensions
Function launch
programming
Uses GPU as massively
parallel co-processor
CPU
PCI-Express
bus
GPU
SIMT (single-instruction
multiple-threads) model
Thousands of threads
needed for full efficiency
CUDA Optimization Tutorial
Calling functions on GPU
Memory management
GPU memory allocation,
copying data to/from GPU
Declaration qualifiers
Device, shared, local, etc.
Special instructions
Barriers, fences, etc.
Keywords
threadIdx, blockIdx
7
Calling GPU Kernels
Kernels are functions that run on the GPU
Callable by CPU code
CPU can continue processing while GPU runs kernel
KernelName<<<m, n>>>(arg1, arg2, ...);
Launch configuration (programmer selectable)
GPU spawns m blocks with n threads (i.e., m*n
threads total) that run a copy of the same function
Normal function parameters: passed conventionally
Different address space, should never pass CPU pointers
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GPU Architecture
GPUs consist of Streaming Multiprocessors (SMs)
1 to 30 SMs per chip (run blocks)
SMs contain Processing Elements (PEs)
8, 32, or 192 PEs per SM (run threads)
Shared
Memory
Shared
Memory
Adapted from NVIDIA
CUDA Optimization Tutorial
Shared
Memory
Shared
Memory
Shared
Memory
Shared
Memory
Shared
Memory
Shared
Memory
Global Memory
9
Block Scalability
Hardware can assign blocks to SMs in any order
A kernel with enough blocks scales across GPUs
Not all blocks may be resident at the same time
GPU with 2 SMs
Kernel
GPU with 4 SMs
Block 0 Block 1
Block 2 Block 3
Block 0
Block 1
Block 4 Block 5
Block 6 Block 7
Block 2
Block 3
Block 4
Block 5
Block 6
Block 7
CUDA Optimization Tutorial
time
Block 0
Block 1
Block 2
Block 3
Block 4
Block 5
Block 6
Block 7
Adapted from NVIDIA
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GPU Memories
GPU
Separate from CPU memory
Block (0, 0)
CPU can access GPU’s global
& constant mem. via PCIe bus
Requires slow explicit transfer
Block (1, 0)
Shared Memory (SRAM)
Registers
Registers
Shared Memory (SRAM)
Registers
Registers
Visible GPU memory types
Thread (0, 0) Thread (1, 0)
Registers (per thread)
Local mem. (per thread)
Shared mem. (per block)
Software-controlled cache
Global mem. (per kernel)
Constant mem. (read only)
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C
P
U
Thread (0, 0) Thread (1, 0)
Global + Local Memory (DRAM)
Constant Memory (DRAM, cached)
Adapted from NVIDIA
Slow communic. between blocks
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SM Internals (Fermi and Kepler)
Caches
Software-controlled shared memory
Hardware-controlled incoherent L1 data cache
64 kB combined size, can be split 16/48, 32/32, 48/16
Synchronization support
Fast hardware barrier within block (__syncthreads())
Fence instructions: memory consistency & coherency
Special operations
Thread voting (warp-based reduction operations)
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Block and Thread Allocation Limits
Blocks assigned to SMs
Until first limit reached
Threads assigned to PEs
t0 t1 t2 … tm
SM 0 SM 1
MT IU
MT IU
PE
PE
Blocks
t0 t1 t2 … tm
Shared
Memory
8/16 active blocks/SM
1024, 1536, or 2048
Blocks
Shared
Memory
Hardware limits
resident threads/SM
512 or 1024 threads/blk
16k, 32k, or 64k regs/SM
16 kB or 48 kB shared
memory per SM
216-1 or 231-1 blks/kernel
Adapted from NVIDIA
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Warp-based Execution
32 contiguous threads form a warp
Execute same instruction in same cycle (or disabled)
Warps are scheduled out-of-order with respect to
each other to hide latencies
Thread divergence
Some threads in warp jump to different PC than others
Hardware runs subsets of warp until they re-converge
Results in reduction of parallelism (performance loss)
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Thread Divergence
Non-divergent code
if (threadID >= 32) {
some_code;
} else {
other_code;
}
Thread ID:
0123…
31
Divergent code
if (threadID >= 13) {
some_code;
} else {
other_code;
}
Thread ID:
0123…
31
disabled
disabled
Adapted from NVIDIA
CUDA Optimization Tutorial
Adapted from NVIDIA
15
Parallel Memory Accesses
Coalesced main memory access (16/32x faster)
Under some conditions, HW combines multiple (half)
warp memory accesses into a single coalesced access
CC 1.3: 64-byte aligned 64-byte line (any permutation)
CC 2.x+3.0: 128-byte aligned 128-byte line (cached)
Bank-conflict-free shared memory access (16/32)
No superword alignment or contiguity requirements
CC 1.3: 16 different banks per half warp or same word
CC 2.x+3.0 : 32 different banks + 1-word broadcast each
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Coalesced Main Memory Accesses
single coalesced access
NVIDIA
CUDA Optimization Tutorial
one and two coalesced accesses*
NVIDIA
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Outline
Introduction
GPU programming
N-body example
Porting and tuning
Other considerations
NASA/JPL-Caltech/SSC
Conclusions
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N-body Simulation
Time evolution of physical system
System consists of bodies
“n” is the number of bodies
Bodies interact via pair-wise forces
RUG
Many systems can be modeled in this way
Star/galaxy clusters (gravitational force)
Particles (electric force, magnetic force)
Cornell
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Simple N-body Algorithm
Algorithm
Initialize body masses, positions, and velocities
Iterate over time steps {
Accumulate forces acting on each body
Update body positions and velocities based on force
}
Output result
More sophisticated n-body algorithms exist
Barnes Hut algorithm (covered in Part II)
Fast Multipole Method (FMM)
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Key Loops (Pseudo Code)
bodySet = ...; // input
for timestep do { // sequential
foreach Body b1 in bodySet { // O(n2) parallel
foreach Body b2 in bodySet {
if (b1 != b2) {
b1.addInteractionForce(b2);
}
}
}
foreach Body b in bodySet {
// O(n) parallel
b.Advance();
}
}
// output result
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Force Calculation C Code
struct Body {
float mass, posx, posy, posz; // mass and 3D position
float velx, vely, velz, accx, accy, accz; // 3D velocity & accel
} *body;
for (i = 0; i < nbodies; i++) {
. . .
for (j = 0; j < nbodies; j++) {
if (i != j) {
dx = body[j].posx - px; // delta x
dy = body[j].posy - py; // delta y
dz = body[j].posz - pz; // delta z
dsq = dx*dx + dy*dy + dz*dz; // distance squared
dinv = 1.0f / sqrtf(dsq + epssq); // inverse distance
scale = body[j].mass * dinv * dinv * dinv; // scaled force
ax += dx * scale; // accumulate x contribution of accel
ay += dy * scale; az += dz * scale; // ditto for y and z
}
}
. . .
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Outline
Introduction
GPU programming
N-body example
Porting and tuning
Other considerations
Conclusions
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N-body Algorithm Suitability for GPU
Lots of data parallelism
Force calculations are independent
Should be able to keep SMs and PEs busy
Sufficient memory access regularity
All force calculations access body data in same order*
Should have lots of coalesced memory accesses
Sufficient code regularity
All force calculations are identical*
There should be little thread divergence
Plenty of data reuse
O(n2) operations on O(n) data
CPU/GPU transfer time is insignificant
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C to CUDA Conversion
Two CUDA kernels
Force calculation
Advance position and velocity
Benefits
Force calculation requires over 99.9% of runtime
Primary target for acceleration
Advancing kernel unimportant to runtime
But allows to keep data on GPU during entire simulation
Minimizes GPU/CPU transfers
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C to CUDA Conversion
__global__ void ForceCalcKernel(int nbodies, struct Body *body, ...) {
. . .
}
__global__ void AdvancingKernel(int nbodies, struct Body *body, ...) {
. . .
}
Indicates GPU kernel that CPU can call
int main(...) {
Separate address spaces, need two pointers
Body *body, *bodyl;
Allocate memory on GPU
. . .
cudaMalloc((void**)&bodyl, sizeof(Body)*nbodies);
cudaMemcpy(bodyl, body, sizeof(Body)*nbodies, cuda…HostToDevice);
for (timestep = ...) {
ForceCalcKernel<<<1, 1>>>(nbodies, bodyl, ...); Copy CPU data to GPU
AdvancingKernel<<<1, 1>>>(nbodies, bodyl, ...);
}
cudaMemcpy(body, bodyl, sizeof(Body)*nbodies, cuda…DeviceToHost);
cudaFree(bodyl);
Copy GPU data back to CPU
. . .
Call GPU kernel with 1 block
and 1 thread per block
}
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Evaluation Methodology
Systems and compilers
CC 1.3: Quadro FX 5800, nvcc 3.2
30 SMs, 240 PEs, 1.3 GHz, 30720 resident threads
CC 2.0: Tesla C2050, nvcc 3.2
14 SMs, 448 PEs, 1.15 GHz, 21504 resident threads
CC 3.0: GeForce GTX 680, nvcc 4.2
8 SMs, 1536 PEs, 1.0 GHz, 16384 resident threads
Inputs and metric
1k, 10k, or 100k star clusters (Plummer model)
Median runtime of three experiments, excluding I/O
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1-Thread Performance
Problem size
n=10000, step=1
n=10000, step=1
n=3000, step=1
Slowdown rel. to CPU
CC 1.3: 72.4
CC 2.0: 36.7
CC 3.0: 68.1
(Note: comparing different GPUs to
different CPUs)
CUDA Optimization Tutorial
Performance
1 thread is one to two
orders of magnitude
slower on GPU than CPU
Reasons
No caches (CC 1.3)
Not superscalar
Slower clock frequency
No SMT latency hiding
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Using N Threads
Approach
Eliminate outer loop
Instantiate n copies of inner loop, one per body
Threading
Blocks can only hold 512 or 1024 threads
Up to 8/16 blocks can be resident in an SM at a time
SM can hold 1024, 1536, or 2048 threads
We use 256 threads per block (works for all of our GPUs)
Need multiple blocks
Last block may not need all of its threads
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Using N Threads
__global__ void ForceCalcKernel(int nbodies, struct Body *body, ...) {
for (i = 0; i < nbodies; i++) {
i = threadIdx.x + blockIdx.x * blockDim.x; // compute i
if (i < nbodies) { // in case last block is only partially used
for (j = ...) {
. . .
}
}
}
__global__ void AdvancingKernel(int nbodies,...) // same changes
#define threads 256
int main(...) {
. . .
int blocks = (nbodies + threads - 1) / threads; // compute block cnt
for (timestep = ...) {
ForceCalcKernel<<<1, 1blocks, threads>>>(nbodies, bodyl, ...);
AdvancingKernel<<<1, 1blocks, threads>>>(nbodies, bodyl, ...);
}
}
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N Thread Speedup
Relative to 1 GPU thread Performance
CC 1.3: 7781 (240 PEs)
Speedup much higher
CC 2.0: 6495 (448 PEs)
than number of PEs
(32, 14.5, and 7.9 times)
Due to SMT latency hiding
CC 3.0: 12150 (1536 PEs)
Relative to 1 CPU thread
CC 1.3: 107.5
CC 2.0: 176.7
CC 3.0: 176.2
CUDA Optimization Tutorial
Per-core performance
CPU core delivers up to
4.4, 5, and 8.7 times as
much performance as a
GPU core (PE)
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Using Scalar Arrays
Data structure conversion
Arrays of structs are bad for coalescing
Bodies’ elements (e.g., mass fields) are not adjacent
Optimize data structure
Use multiple scalar arrays, one per field (need 10)
Results in code bloat but often much better speed
structs in array
scalar arrays
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Using Scalar Arrays
__global__ void
// change all
}
__global__ void
// change all
}
ForceCalcKernel(int nbodies, float *mass, ...) {
“body[k].blah” to “blah[k]”
AdvancingKernel(int nbodies, float *mass, ...) {
“body[k].blah” to “blah[k]”
int main(...) {
float *mass, *posx, *posy, *posz, *velx, *vely, *velz, *accx, *accy,*accz;
float *massl, *posxl, *posyl, *poszl, *velxl, *velyl, *velzl, ...;
mass = (float *)malloc(sizeof(float) * nbodies); // etc
. . .
cudaMalloc((void**)&massl, sizeof(float)*nbodies); // etc
cudaMemcpy(massl, mass, sizeof(float)*nbodies, cuda…HostToDevice); // etc
for (timestep = ...) {
ForceCalcKernel<<<blocks, threads>>>(nbodies, massl, posxl, ...);
AdvancingKernel<<<blocks, threads>>>(nbodies, massl, posxl, ...);
}
cudaMemcpy(mass, massl, sizeof(float)*nbodies, cuda…DeviceToHost); // etc
. . .
}
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Scalar Array Speedup
Problem size
n=100000, step=1
n=100000, step=1
n=300000, step=1
Performance
Threads access same
memory locations, not
adjacent ones
Always combined but not
really coalesced access
Relative to struct
Slowdowns may be due to
CC 1.3: 0.83
DRAM page/TLB misses
CC 2.0: 0.96
CC 3.0: 0.82
CUDA Optimization Tutorial
Scalar arrays
Still needed (see later)
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Constant Kernel Parameters
Kernel parameters
Lots of parameters due to scalar arrays
All but one parameter never change their value
Constant memory
“Pass” parameters only once
Copy them into GPU’s constant memory
Performance implications
Reduced parameter passing overhead
Constant memory has hardware cache
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Constant Kernel Parameters
__constant__ int nbodiesd;
__constant__ float dthfd, epssqd, float *massd, *posxd, ...;
__global__ void ForceCalcKernel(int step) {
// rename affected variables (add “d” to name)
}
__global__ void AdvancingKernel() {
// rename affected variables (add “d” to name)
}
int main(...) {
. . .
cudaMemcpyToSymbol(massd, &massl, sizeof(void *)); // etc
. . .
for (timestep = ...) {
ForceCalcKernel<<<1, 1>>>(step);
AdvancingKernel<<<1, 1>>>();
}
. . .
}
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Constant Mem. Parameter Speedup
Problem size
Performance
n=1000, step=10000
Minimal perf. impact
n=1000, step=10000
May be useful for very
n=3000, step=10000
Speedup
CC 1.3: 1.015
CC 2.0: 1.016
CC 3.0: 0.971
CUDA Optimization Tutorial
short kernels that are
often invoked
Benefit
Less shared memory
used on CC 1.3 devices
37
Using the RSQRTF Instruction
Slowest kernel operation
Computing one over the square root is very slow
GPU has slightly imprecise but fast 1/sqrt instruction
(frequently used in graphics code to calculate inverse
of distance to a point)
IEEE floating-point accuracy compliance
CC 1.x is not entirely compliant
CC 2.x and above are compliant but also offer faster
non-compliant instructions
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Using the RSQRT Instruction
for (i = 0; i < nbodies; i++) {
. . .
for (j = 0; j < nbodies; j++) {
if (i != j) {
dx = body[j].posx - px;
dy = body[j].posy - py;
dz = body[j].posz - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = 1.0f / sqrtf(dsq + epssq);
dinv = rsqrtf(dsq + epssq);
scale = body[j].mass * dinv * dinv * dinv;
ax += dx * scale;
ay += dy * scale;
az += dz * scale;
}
}
. . .
}
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RSQRT Speedup
Problem size
n=100000, step=1
n=100000, step=1
Performance
No change for CC 1.3
n=300000, step=1
Speedup
CC 1.3: 0.99
CC 2.0: 1.83
CC 3.0: 1.64
CUDA Optimization Tutorial
Compiler automatically
uses less precise RSQRTF
as most FP ops are not
fully precise anyhow
83% speedup for CC 2.0
Over entire application
Compiler defaults to
precise instructions
Explicit use of RSQRTF
indicates imprecision okay
40
Using 2 Loops to Avoid If Statement
“if (i != j)” causes thread divergence
Break loop into two loops to avoid if statement
for (j = 0; j < nbodies; j++) {
if (i != j) {
dx = body[j].posx - px;
dy = body[j].posy - py;
dz = body[j].posz - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssq);
scale = body[j].mass * dinv * dinv * dinv;
ax += dx * scale;
ay += dy * scale;
az += dz * scale;
}
}
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Using 2 Loops to Avoid If Statement
for (j = 0; j < i; j++) {
dx = body[j].posx - px;
dy = body[j].posy - py;
dz = body[j].posz - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssq);
scale = body[j].mass * dinv * dinv * dinv;
ax += dx * scale;
ay += dy * scale;
az += dz * scale;
}
for (j = i+1; j < nbodies; j++) {
dx = body[j].posx - px;
dy = body[j].posy - py;
dz = body[j].posz - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssq);
scale = body[j].mass * dinv * dinv * dinv;
ax += dx * scale;
ay += dy * scale;
az += dz * scale;
}
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Loop Duplication Speedup
Problem size
n=100000, step=1
n=100000, step=1
n=300000, step=1
Performance
No change for 2.0 & 3.0
45% slowdown for CC 1.3
Speedup
CC 1.3: 0.55
CC 2.0: 1.00
CC 3.0: 1.00
CUDA Optimization Tutorial
Divergence moved to loop
Unclear why
Discussion
Not a useful optimization
Code bloat
A little divergence is okay
(only 1 in 3125 iterations)
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Blocking using Shared Memory
Code is memory bound
Each warp streams in all bodies’ masses and positions
Block inner loop
Read block of mass & position info into shared mem
Requires barriers (fast hardware barrier within SM)
Advantage
A lot fewer main memory accesses
Remaining main memory accesses are fully coalesced
(due to usage of scalar arrays)
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Blocking using Shared Memory
__shared__ float posxs[threads], posys[threads], poszs[…], masss[…];
j = 0;
for (j1 = 0; j1 < nbodiesd; j1 += THREADS) { // first part of loop
idx = tid + j1;
if (idx < nbodiesd) { // each thread copies 4 words (fully coalesced)
posxs[id] = posxd[idx]; posys[id] = posyd[idx];
poszs[id] = poszd[idx]; masss[id] = massd[idx];
}
__syncthreads(); // wait for all copying to be done
bound = min(nbodiesd - j1, THREADS);
for (j2 = 0; j2 < bound; j2++, j++) { // second part of loop
if (i != j) {
dx = posxs[j2] – px; dy = posys[j2] – py; dz = poszs[j2] - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssqd);
scale = masss[j2] * dinv * dinv * dinv;
ax += dx * scale; ay += dy * scale; az += dz * scale;
}
}
__syncthreads(); // wait for all force calculations to be done
}
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Blocking Speedup
Problem size
Performance
n=100000, step=1
Great speedup for CC 1.3
n=100000, step=1
Some speedup for others
n=300000, step=1
Speedup
CC 1.3: 3.7
CC 2.0: 1.1
CC 3.0: 1.6
CUDA Optimization Tutorial
Has hardware data cache
Discussion
Very important
optimization for memory
bound code
Even with L1 cache
46
Loop Unrolling
CUDA compiler
Generally good at unrolling loops with fixed bounds
Does not unroll inner loop of our example code
Use pragma to unroll (and pad arrays)
#pragma unroll 8
for (j2 = 0; j2 < bound; j2++, j++) {
if (i != j) {
dx = posxs[j2] – px; dy = posys[j2] – py; dz = poszs[j2] - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssqd);
scale = masss[j2] * dinv * dinv * dinv;
ax += dx * scale; ay += dy * scale; az += dz * scale;
}
}
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Loop Unrolling Speedup
Problem size
Performance
n=100000, step=1
Noticeable speedup
n=100000, step=1
All three GPUs
n=300000, step=1
Discussion
Can be useful
Speedup
CC 1.3: 1.07
CC 2.0: 1.16
CC 3.0: 1.07
CUDA Optimization Tutorial
May increase register
usage, which may lower
maximum number of
threads per block and
result in slowdown
48
CC 2.0 Absolute Performance
Problem size
n=100000, step=1
Runtime
612 ms
FP operations
326.7 GFlop/s
Main mem throughput
1.035 GB/s
Not peak performance
Only 32% of 1030 GFlop/s
Peak assumes FMA every cycle
3 sub (1c), 3 fma (1c), 1 rsqrt
(8c), 3 mul (1c), 3 fma (1c) =
20c for 20 Flop
63% of realistic peak of 515.2
GFlop/s
Assumes no non-FP operations
With int ops = 31c for 20 Flop
99% of actual peak of 330.45
GFlop/s
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Eliminating the If Statement
Algorithmic optimization
Potential softening parameter avoids division by zero
If-statement is not necessary and can be removed
Eliminates thread divergence
for (j2 = 0; j2 < bound; j2++, j++) {
if (i != j) {
dx = posxs[j2] – px; dy = posys[j2] – py; dz = poszs[j2] - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssqd);
scale = masss[j2] * dinv * dinv * dinv;
ax += dx * scale; ay += dy * scale; az += dz * scale;
}
}
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If Elimination Speedup
Problem size
Performance
n=100000, step=1
Large speedup
n=100000, step=1
All three GPUs
n=300000, step=1
Discussion
Speedup
CC 1.3: 1.38
CC 2.0: 1.54
CC 3.0: 1.64
CUDA Optimization Tutorial
No thread divergence
Allows compiler to
schedule code much
better
51
Rearranging Terms
Generated code is suboptimal
Compiler does not emit as many fused multiply-add
(FMA) instructions as it could
Rearrange terms in expressions to help compiler
Need to check generated assembly code
for (j2 = 0; j2 < bound; j2++, j++) {
dx = posxs[j2] – px; dy = posys[j2] – py; dz = poszs[j2] - pz;
dsq = dx*dx + dy*dy + dz*dz;
dinv = rsqrtf(dsq + epssqd);
dsq = dx*dx + (dy*dy + (dz*dz + epssqd));
dinv = rsqrtf(dsq);
scale = masss[j2] * dinv * dinv * dinv;
ax += dx * scale; ay += dy * scale; az += dz * scale;
}
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FMA Speedup
Problem size
Performance
n=100000, step=1
Small speedup
n=100000, step=1
All three GPUs
n=300000, step=1
Discussion
Speedup
CC 1.3: 1.03
CC 2.0: 1.05
Seemingly needless
transformations can
make a difference
CC 3.0: 1.06
CUDA Optimization Tutorial
53
Higher Unroll Factor
Problem size
Unroll 128 times
n=100000, step=1
Avoid looping overhead
n=100000, step=1
Now that there are no ifs
n=300000, step=1
Performance
Speedup
CC 1.3: 1.01
CC 2.0: 1.04
CC 3.0: 0.93
CUDA Optimization Tutorial
Little speedup/slowdown
Discussion
Carefully choose unroll
factor (manually tune)
54
Compiler Flags
Problem size
-use_fast_math
n=100000, step=1
“-ftz=true” suffices
n=100000, step=1
(flush denormals to zero)
Makes SP FP operations
faster except on CC 1.3
n=300000, step=1
Speedup
CC 1.3: 1.00
CC 2.0: 1.18
CC 3.0: 1.15
Performance
Significant speedup
Discussion
Use faster but less precise
operations when prudent
CUDA Optimization Tutorial
55
Final Absolute Performance
CC 2.0 Fermi GTX 480
Problem size
n=100000, step=1
Runtime
296.1 ms
FP operations
675.6 GFlop/s (SP)
66% of peak performance
261.1 GFlops/s (DP)
Main mem throughput
2.139 GB/s
CUDA Optimization Tutorial
CC 3.0 Kepler GTX 680
Problem size
n=300000, step=1
Runtime
1073 ms
FP operations
1677.6 GFlop/s (SP)
54% of peak performance
88.7 GFlops/s (DP)
Main mem throughput
5.266 GB/s
56
Outline
Introduction
GPU programming
N-body example
Porting and tuning
Other considerations
Conclusions
CUDA Optimization Tutorial
gamedsforum.ca
Thepcreport.net
57
Things to Consider
Minimize PCIe transfers
Implementing entire algorithm on GPU, even some
slow serial code sections, might be overall win
Can stream data to/from GPU while computing
Locks and synchronization
Lightweight locks & fast barriers possible within SM
Slow across different SMs
L1 data caches are not coherent
Use volatile & fences to avoid deadlocks
CUDA Optimization Tutorial
58
Warp-based Execution
// wrong on GPU, correct on CPU
do {
cnt = 0;
if (ready[i] != 0) cnt++;
if (ready[j] != 0) cnt++;
} while (cnt < 2);
ready[k] = 1;
// correct
do {
cnt = 0;
if (ready[i] != 0) cnt++;
if (ready[j] != 0) cnt++;
if (cnt == 2) ready[k] = 1;
} while (cnt < 2);
CUDA Optimization Tutorial
Problem
Thread divergence
Loop exiting threads
wait for other threads in
warp to also exit
“ready[k] = 1” is not
executed until all
threads in warp are
done with loop
Possible deadlock
59
Hybrid Execution
CPU always needed for program launch and I/O
CPU much faster on serial program segments
GPU 10 times faster than CPU on parallel code
Running 10% of problem on CPU is hardly worthwhile
Complicates programming and requires data transfer
Best CPU data structure is often not best for GPU
PCIe bandwidth much lower than GPU bandwidth
1.6 to 6.5 GB/s versus 192 GB/s
But can send data while CPU & GPU are computing
Merging CPU and GPU on same die (e.g., AMD’s
Fusion APU) makes finer grain switching possible
CUDA Optimization Tutorial
60
Outline
Introduction
GPU programming
N-body example
Porting and tuning
Other considerations
Conclusions
CUDA Optimization Tutorial
gamedsforum.ca
61
Summary and Conclusions (Part I)
Step-by-step porting and tuning of CUDA code
Example: n-body simulation
GPUs have very powerful hardware
But only exploitable with some codes
Even harder to program and optimize than CPU hardware
CUDA Optimization Tutorial
62
Parallelizing and Optimizing Programs for
GPU Acceleration using CUDA (Part II)
Martin Burtscher
Department of Computer Science
Mapping Regular Code to GPUs
Regular codes
Operate on array- and matrix-based data structures
Exhibit mostly strided memory access patterns
Have relatively predictable control flow (control flow
behavior is mainly determined by input size)
Largely independent computations
Many regular codes are easy to port to GPUs
E.g., matrix codes executing many ops/word
Dense matrix operations (level 2 and 3 BLAS)
Stencil codes (PDE solvers)
CUDA Optimization Tutorial
LLNL
64
Mapping Irregular Code to GPUs
Irregular codes
Build, traverse, and update dynamic data structures
FSU
(trees, graphs, linked lists, priority queues, etc.)
Exhibit pointer-chasing memory access patterns
Have complex control flow (control flow behavior
depends on input values and changes dynamically)
Many important scientific programs are irregular
E.g., n-body simulation, data clustering, SAT solving,
social networks, discrete-event simulation, meshing, …
Need case studies on how to best map irreg codes
CUDA Optimization Tutorial
65
Example: N-body Simulation
Irregular Barnes Hut algorithm
Repeatedly builds unbalanced tree and performs
complex traversals on it
Our implementation
Designed for GPUs (not just port of CPU code)
First GPU implementation of entire BH algorithm
Results
GPU is 21 times faster than CPU (6 cores) on this code
CUDA Optimization Tutorial
66
Outline
Introduction
Barnes Hut algorithm
CUDA implementation
Experimental results
Conclusions
CUDA Optimization Tutorial
NASA/JPL-Caltech/SSC
67
Barnes Hut Idea
Precise force calculation
Requires O(n2) operations (O(n2) body pairs)
Computationally intractable for large n
Barnes and Hut (1986)
Algorithm to approximately compute forces
Bodies’ initial position & velocity are also approximate
Requires only O(n log n) operations
Idea is to “combine” far away bodies
Error should be small because force 1/distance2
CUDA Optimization Tutorial
68
Barnes Hut Algorithm
Set bodies’ initial position and velocity
Iterate over time steps
1. Compute bounding box around bodies
2. Subdivide space until at most one body per cell
Record this spatial hierarchy in an octree
3. Compute mass and center of mass of each cell
4. Compute force on bodies by traversing octree
Stop traversal path when encountering a leaf (body) or an
internal node (cell) that is far enough away
5. Update each body’s position and velocity
CUDA Optimization Tutorial
69
Build Tree (Level 1)
*
o
*
*
*
*
*
* *
* *
*
*
*
*
*
*
*
*
*
*
*
*
*
Compute bounding box around all bodies → tree root
CUDA Optimization Tutorial
70
Build Tree (Level 2)
*
o
*
*
*
o
o
o
o
*
*
* *
* *
*
*
*
*
*
*
*
*
*
*
*
*
*
Subdivide space until at most one body per cell
CUDA Optimization Tutorial
71
Build Tree (Level 3)
*
o
*
*
*
o
o
o
o
*
* *
* *
*
o
o
o
o
o
o
o
o
o
o
o
o
*
*
*
*
*
*
*
*
*
*
*
*
*
Subdivide space until at most one body per cell
CUDA Optimization Tutorial
72
Build Tree (Level 4)
*
o
*
*
*
o
o
o
o
*
* *
* *
*
o
o
o
o
o
o o o o
o
o
o
o o o o
o
o
o
o
*
*
*
*
*
o o o o
*
*
*
*
*
*
*
*
Subdivide space until at most one body per cell
CUDA Optimization Tutorial
73
Build Tree (Level 5)
*
o
*
*
*
o
o
o
o
*
* *
* *
*
o
o
o
o
o
o o o o
o
o
o
o o o o
o
o
o
o
*
*
*
*
*
o o o o
*
*
oooo
*
*
*
*
*
*
Subdivide space until at most one body per cell
CUDA Optimization Tutorial
74
Compute Cells’ Center of Mass
*
o
*
*
*
*
o
o
o
o
* *
* *
*
*
o
o
o
o
o
o
o
o
o
o
o
*
*
*
o
o
*
*
*
o o o o
o o o o
o o o o
*
*
o
oooo
*
*
*
*
For each internal cell, compute sum of mass and weighted average
of position of all bodies in subtree; example shows two cells only
CUDA Optimization Tutorial
75
Compute Forces
*
o
*
*
*
*
o
o
o
o
* *
* *
*
*
o
o
o
o
o
o
o
o
o
o
o
*
*
*
o
o
*
*
*
o o o o
o o o o
o o o o
*
*
o
oooo
*
*
*
*
Compute force, for example, acting upon green body
CUDA Optimization Tutorial
76
Compute Force (short distance)
*
o
*
*
*
*
o
o
o
o
*
*
o
o
o
o
o
o
o
o
o
o
o
*
* *
* *
*
*
o
o
*
*
*
o o o o
o o o o
o o o o
*
*
o
oooo
*
*
*
*
Scan tree depth first from left to right; green portion already completed
CUDA Optimization Tutorial
77
Compute Force (down one level)
*
o
*
*
*
*
o
o
o
o
*
* *
* *
*
*
o
o
o
o
o
o
o
o
o
o
o
*
*
o
o
*
*
*
o o o o
o o o o
o o o o
*
*
o
oooo
*
*
*
*
Red center of mass is too close, need to go down one level
CUDA Optimization Tutorial
78
Compute Force (long distance)
*
o
*
*
*
*
o
o
o
o
*
*
o
o
o
o
o
o
o
o
o
o
o
*
* *
* *
*
*
o
o
*
*
*
o o o o
o o o o
o o o o
*
*
o
oooo
*
*
*
*
Blue center of mass is far enough away
CUDA Optimization Tutorial
79
Compute Force (skip subtree)
*
o
*
*
*
*
o
o
o
o
*
* *
* *
*
*
o
o
o
o
o
o
o
o
o
o
o
*
*
o
o
*
*
*
o o o o
o o o o
o o o o
*
*
o
oooo
*
*
*
*
Therefore, entire subtree rooted in the blue cell can be skipped
CUDA Optimization Tutorial
80
Pseudocode
bodySet = ...
foreach timestep do {
bounding_box = new Bounding_Box();
foreach Body b in bodySet {
bounding_box.include(b);
}
octree = new Octree(bounding_box);
foreach Body b in bodySet {
octree.Insert(b);
}
cellList = octree.CellsByLevel();
foreach Cell c in cellList {
c.Summarize();
}
foreach Body b in bodySet {
b.ComputeForce(octree);
}
foreach Body b in bodySet {
b.Advance();
}
}
CUDA Optimization Tutorial
*
*
*
*
*
*
*
*
*
*
*
* *
* *
*
*
*
* *
* *
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
o
o
o
o
o
o
o
o
o
o
o
o
o o o o
o
o
o
o o o o
o
o
o o o o
oooo
*
*
*
*
*
*
*
*
*
*
*
* *
* *
*
*
*
*
*
*
* *
* *
*
*
*
o
*
o
*
*
*
*
*
*
*
o
*
*
*
*
o
*
*
*
*
*
*
81
Complexity and Parallelism
bodySet = ...
foreach timestep do {
bounding_box = new Bounding_Box();
foreach Body b in bodySet {
bounding_box.include(b);
}
octree = new Octree(bounding_box);
foreach Body b in bodySet {
octree.Insert(b);
}
cellList = octree.CellsByLevel();
foreach Cell c in cellList {
c.Summarize();
}
foreach Body b in bodySet {
b.ComputeForce(octree);
}
foreach Body b in bodySet {
b.Advance();
}
}
CUDA Optimization Tutorial
// O(n log n) + ordered sequential
// O(n) parallel reduction
// O(n log n) top-down tree building
// O(n) + ordered bottom-up traversal
// O(n log n) fully parallel
// O(n) fully parallel
82
Outline
Introduction
Barnes Hut algorithm
CUDA implementation
Experimental results
Conclusions
CUDA Optimization Tutorial
83
Efficient GPU Code
Large amounts of data parallelism
Coalesced main memory accesses
Little thread divergence
Relatively little synchronization between blocks
Little CPU/GPU data transfer
Efficient use of shared memory
Thepcreport.net
CUDA Optimization Tutorial
84
Main BH Implementation Challenges
Uses irregular tree-based data structure
Initially little parallelism
Little coalescing
o
o
Load imbalance
Complex recursive traversals
o
o
o
o
o
o
o
o
o
o
o o o o
o
o o o o
o
o
o
o o o o
oooo
Recursion not well supported
Lots of thread divergence
Memory-bound pointer-chasing operations
Not enough computation to hide latency
CUDA Optimization Tutorial
85
o
Six GPU Kernels
Read initial data and transfer to GPU
for each timestep do {
1.
2.
3.
4.
5.
6.
Compute bounding box around bodies (not irregular)
Build hierarchical decomposition, i.e., octree
Summarize body information in internal octree nodes
Approximately sort bodies by spatial location (optional)
Compute forces acting on each body with help of octree
Update body positions and velocities (not irregular)
}
Transfer result from GPU and output
CUDA Optimization Tutorial
86
Global Optimizations
Make code iterative (recursion not supported*)
Keep data on GPU between kernel calls
Use array elements instead of heap nodes
One aligned array per field for coalesced accesses
objects in array
objects on heap
CUDA Optimization Tutorial
fields in arrays
87
Global Optimizations (cont.)
Maximize thread count (round down to warp size)
Maximize resident block count (all SMs filled)
Pass kernel parameters through constant memory
Use special allocation order
c0
Alias arrays (56 B/node)
Use index arithmetic
Persistent blocks & threads
Unroll loops over children
CUDA Optimization Tutorial
c2
b5
ba
c4
c3
b3
b6
b2
c1
b7
b1
bodies (fixed)
b0 b1 b2 b3 b4 b5 b6 b7 b8 b9 ba
b0
c5
b8
b4
b9
cell allocation direction
...
c5 c4 c3 c2 c1 c0
88
Kernel 1: Bounding Box (Regular)
main memory
...
Optimizations
threads
warp 1
warp 2
warp 3
warp 4
Fully coalesced
shared memory
barrier
threads
warp 1
warp 2
No bank conflicts
shared memory
barrier
threads
warp 1
barrier
t1 t2
shared memory
barrier
threads
shared memory
Minimal divergence
Built-in min and max
shared memory
threads
Fully cached
t1
Reduction operation
CUDA Optimization Tutorial
2 red/mem, 6 red/bar
Bodies load balanced
512*3 threads per SM
89
Kernel 2: Build Octree (Irregular)
Optimizations
Only lock leaf “pointers”
Top-down tree building
Lock-free fast path
Light-weight lock release
No re-traverse after lock
acquire failure
Combined memory fence
Re-compute position
during traversal
Separate init kernels
512*3 threads per SM
CUDA Optimization Tutorial
*
90
Kernel 2: Build Octree (cont.)
// initialize
cell = find_insertion_point(body); // no locks, cache cell
child = get_insertion_index(cell, body);
if (child != locked) { // skip atomic if already locked
if (child == null) { // fast path (frequent)
if (null == atomicCAS(&cell[child], null, body)) { // lock-free insertion
// move on to next body
}
} else {
if (child == atomicCAS(&cell[child], child, lock)) { // acquire lock
// build subtree with new and existing body
flag = true;
}
}
}
__syncthreads(); // optional barrier
__threadfence(); // make data visible
if (flag) {
cell[child] = new_subtree; // insert subtree and releases lock
// move on to next body
}
CUDA Optimization Tutorial
91
Kernel 3: Summarize Subtrees (Irreg.)
Optimizations
Bottom-up tree traversal
Scan avoids deadlock
Use mass as flag + fence
4
3
1
2
3
No locks, no atomics
Use wait-free first pass
4
Cache the ready info
Piggyback on traversal
allocation direction
...
3 4 1 2 3 4
scan direction
CUDA Optimization Tutorial
Count bodies in subtrees
No parent “pointers”
128*6 threads per SM
92
Kernel 4: Sort Bodies (Irregular)
Optimizations
Top-down tree traversal
4
3
1
2
3
(Similar to Kernel 3)
Scan avoids deadlock
Use data field as flag
4
Use counts from Kernel 3
Piggyback on traversal
allocation direction
...
3 4 1 2 3 4
scan direction
CUDA Optimization Tutorial
No locks, no atomics
Move nulls to back
Throttle warps with
optional barrier
64*6 threads per SM
93
Kernel 5: Force Calculation (Irregular)
Optimizations
Multiple prefix traversals
Group similar work together
Uses sorting to minimize size of
prefix union in each warp
Early out (nulls in back)
Traverse whole union to avoid
CUDA Optimization Tutorial
divergence (warp voting)
Lane 0 controls iteration stack
for entire warp (fits in shmem)
Minimize volatile accesses
Use fast 1/sqrtf instruction
Cache tree-level-based data
256*5 threads per SM
94
Architectural Support
Coalesced memory accesses & lockstep execution
All threads in warp read same tree node at same time
Only one mem access per warp instead of 32 accesses
Warp-based execution
Enables data sharing in warps w/o synchronization
RSQRTF instruction
Quickly computes good approximation of 1/sqrtf(x)
Warp voting instructions
Quickly perform reduction operations within a warp
CUDA Optimization Tutorial
95
Kernel 6: Advance Bodies (Regular)
Optimizations
Fully coalesced, no divergence
Load balanced, 1024*1 threads per SM
Straightforward streaming
main memory
threads
...
warp 1
main memory
CUDA Optimization Tutorial
warp 2
warp 3
warp 4
warp 1
warp 2
...
warp 2
...
96
Outline
Introduction
Barnes Hut algorithm
Experimental results
Conclusions
10000.0
1000.0
runtime per timestep [s]
CUDA implementation
CPUbh
GPUbh
100.0
GPUsq
10.0
1.0
10,000
100,000
1,000,000 10,000,000
0.1
0.0
number of bodies
CUDA Optimization Tutorial
97
Evaluation Methodology
Implementations
CUDA/GPU: Barnes Hut and O(n2) algorithms
OpenMP/CPU: Barnes Hut algorithm (derived from CUDA)
Pthreads/CPU: Barnes Hut algorithm (SPLASH-2 suite)
Systems and compilers
nvcc 4.0 (-O3 -arch=sm_20 -ftz=true*)
GeForce GTX 480, 1.4 GHz, 15 SMs, 32 cores per SM
gcc 4.1.2 (-O3 -fopenmp* -ffast-math*)
Xeon X5690, 3.46 GHz, 6 cores, 2 threads per core
Inputs and metric
5k, 50k, 500k, and 5M star clusters (Plummer model)
Best runtime of three experiments, excluding I/O
CUDA Optimization Tutorial
98
Nodes Touched per Activity (5M Input)
Kernel “activities”
K1: pair reduction
K2: tree insertion
K3: bottom-up step
K4: top-down step
K5: prefix traversal
K6: integration step
Max tree depth ≤ 22
Cells have 3.1 children
CUDA Optimization Tutorial
kernel 1
kernel 2
kernel 3
kernel 4
kernel 5
kernel 6
neighborhood size
min
avg
max
1
2.0
2
2
13.2
22
2
4.1
9
2
4.1
9
818 4,117.0
6,315
1
1.0
1
Prefix ≤ 6,315 nodes
(≤ 0.1% of 7.4 million)
BH algorithm & sorting
to min. union work well
99
CUDA Optimization Tutorial
100
10
kernel and round
Almost every “round” has lots of activities without
data dependencies that can be processed in parallel
100
k6.1
1,000
force calc.
integration
summarization
k5.1
100,000
tree building
k4.1
k4.2
k4.3
k4.4
k4.5
k4.6
k4.7
k4.8
k4.9
k4.10
k4.11
k4.12
k4.13
k4.14
k4.15
k4.16
k4.17
k4.18
k4.19
k4.20
bounding box
k3.1
k3.2
k3.3
k3.4
k3.5
k3.6
k3.7
k3.8
k3.9
k3.10
k3.11
k3.12
k3.13
k3.14
k3.15
k3.16
k3.17
k3.18
k3.19
k3.20
1,000,000
k2.1
k2.2
k2.3
k2.4
k2.5
k2.6
k2.7
k2.8
k2.9
k2.10
k2.11
k2.12
k2.13
k2.14
k2.15
k2.16
k2.17
k2.18
k2.19
k1.1
k1.2
k1.3
k1.4
k1.5
k1.6
k1.7
k1.8
k1.9
k1.10
k1.11
k1.12
k1.13
k1.14
k1.15
k1.16
k1.17
k1.18
k1.19
k1.20
k1.21
k1.22
k1.23
available parallelism
Available Amorphous Data Parallelism
10,000,000
5,000 bodies
sorting
50,000 bodies
500,000 bodies
5,000,000 bodies
10,000
1
Runtime Comparison
GPU BH inefficiency
5k input too small for
100,000
GPU CUDA
GPU O(n^2)
10,000
5,760 to 23,040 threads
algorithm
O(n2) faster with fewer
than about 15k bodies
GPU (5M input)
21.1x faster than OpenMP
23.2x faster than Pthreads
CPU Pthreads
runtime per timestep [ms]
BH vs.
O(n2)
CPU OpenMP
1,000
100
10
1
5,000
50,000
500,000
5,000,000
0
number of bodies
CUDA Optimization Tutorial
101
Kernel Performance for 5M Input
$200 GPU delivers 228 GFlops/s on irregular code
2
kernel 1 kernel 2 kernel 3 kernel 4 kernel 5 kernel 6 BarnesHut O(n )
Gflops/s
71.6
5.8
2.5
n/a
240.6
33.5
228.4
897.0
GB/s
142.9
26.8
10.6
12.8
8.0
133.9
8.8
2.8
runtime [ms]
0.4
44.6
28.0
14.2
1641.2
2.2
1730.6 557421.5
GPU chip is 2.7 to 23.5 times faster than CPU chip
non-compliant fast single-precision version
IEEE 754-compliant double-precision version
kernel 1 kernel 2 kernel 3 kernel 4 kernel 5 kernel 6 kernel 1 kernel 2 kernel 3 kernel 4 kernel 5 kernel 6
X5690 CPU
5.5 185.7
75.8
52.1 38,540.3
16.4
10.3 193.1 101.0
51.6 47,706.4
33.1
GTX 480 GPU
0.4
44.6
28.0
14.2 1,641.2
2.2
0.8
46.7
31.0
14.2 5,177.1
4.2
CPU/GPU
13.1
4.2
2.7
3.7
23.5
7.3
12.7
4.1
3.3
3.6
9.2
7.9
GPU hardware is better suited for BH than CPU hw
But difficult and very time consuming to program
CUDA Optimization Tutorial
102
Kernel Speedups
Optimizations that are generally applicable
avoid
volatile
50,000
1.14x
500,000
1.19x
5,000,000
1.18x
rsqrtf
instr.
1.43x
1.47x
1.46x
recalc.
data
0.99x
1.32x
1.69x
thread full multivoting threading
2.04x
20.80x
2.49x
27.99x
2.47x
28.85x
Optimizations for irregular kernels
throttling waitfree combined sorting of sync'ed
barrier pre-pass mem fence bodies execution
50,000
0.97x
1.02x
1.54x
3.60x
6.23x
500,000
1.03x
1.21x
1.57x
6.28x
8.04x
5,000,000
1.04x
1.31x
1.50x
8.21x
8.60x
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Outline
Introduction
Barnes Hut algorithm
CUDA implementation
Experimental results
Conclusions
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Optimization Summary
Reduce main memory accesses
Share data within warp, combine memory fences &
traversals, re-compute data, avoid volatile accesses
Minimize thread divergence
Group similar work together, force synchronicity
Implement entire algorithm on and for GPU
Avoid data transfers & data structure inefficiencies,
wait-free pre-pass, scan entire prefix union
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Optimization Summary (cont.)
Exploit hardware features
Fast synchronization & thread startup, special instrs.,
coalesced memory accesses, even lockstep execution
Use light-weight locking and synchronization
Minimize locks, reuse fields, and use fence + store ops
Maximize parallelism
Parallelize every step within and across SMs
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CPU/GPU Implementation Comparison
Irregular CPU code
Dynamically
(incrementally) allocated
shared data structures
Structure-based shared
data structures
Logical lock-based
implementation
Global/local worklists
Recursive or iterative
implementation
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Irregular GPU code
Statically (wholly)
allocated shared data
structures
Multiple-array-based
shared data structures
Lock-free
implementation
(Implicit) local worklists
Iterative implementation
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Useful GPU Hardware Features
Wide parallelism
Great for exploiting large
amounts of parallelism
Massive multithreading
Ideal for hiding latency of
irregular mem. accesses
Fast thread startup
Essential when launching
thousands of threads
Shared memory
Fast data sharing
Useful for local worklists
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HW support for reduction
and synchronization
Makes otherwise costly
operations very fast
Coalesced accesses
Memory access combining
is useful in irregular codes
Lockstep execution
Can share data without
explicit synchronization
Allows to consolidate
iteration stacks
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Challenges with GPUs
Warp-based execution
Often requires sorting of
work or algorithm change
Data structure layout
Best layout for CPU differs
from best layout for GPU
SoA can be tedious to
code and deal with
(parameter passing)
Separate memory space
Slow transfers
Pack/unpack data
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Incoherent L1 caches
May need to explicitly
manage data (fences)
Poor recursion support
Need to make code
iterative and maintain
explicit iteration stacks
Thread and block counts
Hierarchy complicates
implementation
Optimal counts have to
be (auto-)tuned
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Running Irregular Algorithms on GPUs
Mandatory
Important
Need vast amounts of data
Scheduling is independent
parallelism
Can do large chunks of
computation on GPU
of previous activities
Easy to sort activities by
similarity (if needed)
Very Important
Beneficial
Cautious implementation
DS can be expressed
Easy to express iteratively
Has statically known range
through fixed arrays
Uses local worklists that
can be statically populated
of neighborhoods
DS size (or bound) can be
determined based on input
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Conclusions
Irregularity does not necessarily prevent high-
performance on GPUs
Entire Barnes Hut algorithm implemented on GPU
Builds and traverses unbalanced octree
GPU is 21.1 times (float) and 9.1 times (double)
faster than high-end 6-core Xeon
Code directly for GPU, do not merely adjust CPU code
Requires different data and code structures
Benefits from different algorithmic modifications
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Acknowledgments
Hardware
NVIDIA Corp. and Intel Corp.
Funding
NVIDIA Corp. and Texas State University
OpenMP code
Ricardo Alves (Universidade do Minho, Portugal)
Collaborator
Keshav Pingali (University of Texas at Austin)
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CUDA Optimization Tutorial
Martin Burtscher
burtscher@txstate.edu
http://www.cs.txstate.edu/~burtscher/
Barnes Hut CUDA code
http://www.gpucomputing.net/?q=node/1314
Tutorial slides
http://www.cs.txstate.edu/~burtscher/tutorials/COT5/slides.pptx
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