Computer Architecture Lecture 9: GPUs and GPGPU Programming
Prof. Onur Mutlu ETH Zürich Fall 2017 19 October 2017
Agenda for Today n GPUs
n Introduction to GPU Programming
Digitaltechnik (Spring 2017) YouTube videos Lecture 21: GPUs https://youtu.be/MUPTdxl3JKs?t=23m17s 2 GPUs (Graphics Processing Units)
GPUs are SIMD Engines Underneath n The instruction pipeline operates like a SIMD pipeline (e.g., an array processor)
n However, the programming is done using threads, NOT SIMD instructions
n To understand this, let’s go back to our parallelizable code example
n But, before that, let’s distinguish between
q Programming Model (Software) vs.
q Execution Model (Hardware) 4 Programming Model vs. Hardware Execution Model n Programming Model refers to how the programmer expresses the code
q E.g., Sequential (von Neumann), Data Parallel (SIMD), Dataflow, Multi-threaded (MIMD, SPMD), … n Execution Model refers to how the hardware executes the code underneath
q E.g., Out-of-order execution, Vector processor, Array processor, Dataflow processor, Multiprocessor, Multithreaded processor, … n Execution Model can be very different from the Programming Model
q E.g., von Neumann model implemented by an OoO processor
q E.g., SPMD model implemented by a SIMD processor (a GPU) 5 How Can You Exploit Parallelism Here? for (i=0; i < N; i++) C[i] = A[i] + B[i]; Scalar Sequential Code
load Let’s examine three programming load Iter. 1 options to exploit instruction-level
add parallelism present in this sequential code: store
load 1. Sequential (SISD)
Iter. 2 load 2. Data-Parallel (SIMD) add 3. Multithreaded (MIMD/SPMD) store 6 for (i=0; i < N; i++) Prog. Model 1: Sequential (SISD) C[i] = A[i] + B[i];
Scalar Sequential Code n Can be executed on a:
load n Pipelined processor Iter. 1 load n Out-of-order execution processor add q Independent instructions executed when ready
store q Different iterations are present in the instruction window and can execute in load parallel in multiple functional units load Iter. 2 q In other words, the loop is dynamically unrolled by the hardware add n Superscalar or VLIW processor
store q Can fetch and execute multiple instructions per cycle 7 for (i=0; i < N; i++) Prog. Model 2: Data Parallel (SIMD) C[i] = A[i] + B[i];
Scalar Sequential Code Vector Instruction Vectorized Code
load load VLD A à V1 load Iter. 1 load load VLD B à V2
add add VADD V1 + V2 à V3
store store VST V3 à C
load Iter. Iter. Realization: Each iteration is independent Iter. 2 1 load 2
Idea: Programmer or compiler generates a SIMD add instruction to execute the same instruction from all iterations across different data store Best executed by a SIMD processor (vector, array) 8 for (i=0; i < N; i++) Prog. Model 3: Multithreaded C[i] = A[i] + B[i];
Scalar Sequential Code
load load
Iter. 1 load load
add add
store store
load Iter. Iter. Realization: Each iteration is independent Iter. 2 1 load 2
Idea: Programmer or compiler generates a thread add to execute each iteration. Each thread does the same thing (but on different data) store Can be executed on a MIMD machine 9 for (i=0; i < N; i++) Prog. Model 3: Multithreaded C[i] = A[i] + B[i];
load load
load load
add add
store store
Iter. Iter. 1 2 Realization: Each iteration is independent
Idea:This Programmer particular or model compiler is alsogenerates called: a thread to execute each iteration. Each thread does the sameSPMD: thing (butSingle on Programdifferent data) Multiple Data
CanCanCan be executed bebe executedexecuted on a MIMDonon aa SIMTSIMD machine machinemachine Single Instruction Multiple Thread 10 A GPU is a SIMD (SIMT) Machine n Except it is not programmed using SIMD instructions
n It is programmed using threads (SPMD programming model)
q Each thread executes the same code but operates a different piece of data
q Each thread has its own context (i.e., can be treated/restarted/ executed independently) n A set of threads executing the same instruction are dynamically grouped into a warp (wavefront) by the hardware
q A warp is essentially a SIMD operation formed by hardware!
11 for (i=0; i < N; i++) SPMD on SIMT Machine C[i] = A[i] + B[i];
load load Warp 0 at PC X
load load Warp 0 at PC X+1
add add Warp 0 at PC X+2
store store Warp 0 at PC X+3
Iter. Iter. 1 2 Warp: A set of threads that execute Realizationthe same: instructionEach iteration (i.e., is independentat the same PC)
Idea:This Programmer particular or model compiler is alsogenerates called: a thread to execute each iteration. Each thread does the sameSPMD: thing Single(but on Programdifferent data) Multiple Data
CanA GPUCan be executed beexecutes executed on it a using MIMDon a SIMDthe machine SIMT machine model: Single Instruction Multiple Thread 12 Graphics Processing Units SIMD not Exposed to Programmer (SIMT)
SIMD vs. SIMT Execution Model n SIMD: A single sequential instruction stream of SIMD instructions à each instruction specifies multiple data inputs
q [VLD, VLD, VADD, VST], VLEN n SIMT: Multiple instruction streams of scalar instructions à threads grouped dynamically into warps
q [LD, LD, ADD, ST], NumThreads n Two Major SIMT Advantages:
q Can treat each thread separately à i.e., can execute each thread independently (on any type of scalar pipeline) à MIMD processing
q Can group threads into warps flexibly à i.e., can group threads that are supposed to truly execute the same instruction à dynamically obtain and maximize benefits of SIMD processing 14 for (i=0; i < N; i++) Multithreading of Warps C[i] = A[i] + B[i]; n Assume a warp consists of 32 threads n If you have 32K iterations, and 1 iteration/thread à 1K warps n Warps can be interleaved on the same pipeline à Fine grained multithreading of warps
load load Warp 10 at PC X
load load
add add Warp 20 at PC X+2
store store
Iter.Iter. Iter.Iter. 33120*32 + 1 23420*32 + 2 15 Warps and Warp-Level FGMT n Warp: A set of threads that execute the same instruction (on different data elements) à SIMT (Nvidia-speak) n All threads run the same code n Warp: The threads that run lengthwise in a woven fabric …
Thread Warp 3 Thread Warp 8 Thread Warp Common PC Scalar Scalar Scalar Scalar Thread Warp 7 ThreadThread Thread Thread W X Y Z SIMD Pipeline
16 High-Level View of a GPU
17 Latency Hiding via Warp-Level FGMT n Warp: A set of threads that execute the same instruction Warps available (on different data elements) Thread Warp 3 Thread Warp 8 for scheduling
Thread Warp 7 SIMD Pipeline n Fine-grained multithreading I-Fetch q One instruction per thread in pipeline at a time (No Decode R R R F F F
interlocking)
q Interleave warp execution to A A A Warps accessing L L L
U U U memory hierarchy hide latencies Miss? n Register values of all threads stay D-Cache Thread Warp 1 in register file All Hit? Data Thread Warp 2 n FGMT enables long latency Thread Warp 6 Writeback tolerance
q Millions of pixels
Slide credit: Tor Aamodt 18 Warp Execution (Recall the Slide) 32-thread warp executing ADD A[tid],B[tid] à C[tid]
Execution using Execution using one pipelined four pipelined functional unit functional units
A[6] B[6] A[24] B[24] A[25] B[25] A[26] B[26] A[27] B[27] A[5] B[5] A[20] B[20] A[21] B[21] A[22] B[22] A[23] B[23] A[4] B[4] A[16] B[16] A[17] B[17] A[18] B[18] A[19] B[19] A[3] B[3] A[12] B[12] A[13] B[13] A[14] B[14] A[15] B[15]
C[2] C[8] C[9] C[10] C[11]
C[1] C[4] C[5] C[6] C[7]
C[0] C[0] C[1] C[2] C[3]
Slide credit: Krste Asanovic 19 SIMD Execution Unit Structure Functional Unit
Registers for each Thread Registers for Registers for Registers for Registers for thread IDs thread IDs thread IDs thread IDs 0, 4, 8, … 1, 5, 9, … 2, 6, 10, … 3, 7, 11, …
Lane
Memory Subsystem
Slide credit: Krste Asanovic 20 Warp Instruction Level Parallelism
Can overlap execution of multiple instructions
q Example machine has 32 threads per warp and 8 lanes
q Completes 24 operations/cycle while issuing 1 warp/cycle
Load Unit Multiply Unit Add Unit W0 W1 W2 time W3 W4 W5
Warp issue
Slide credit: Krste Asanovic 21 SIMT Memory Access n Same instruction in different threads uses thread id to index and access different data elements
Let’s assume N=16, 4 threads per warp à 4 warps
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Threads + 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Data elements
+ + + +
Warp 0 Warp 1 Warp 2 Warp 3
Slide credit: Hyesoon Kim Sample GPU SIMT Code (Simplified)
CPU code for (ii = 0; ii < 100000; ++ii) { C[ii] = A[ii] + B[ii]; }
CUDA code // there are 100000 threads __global__ void KernelFunction(…) { int tid = blockDim.x * blockIdx.x + threadIdx.x; int varA = aa[tid]; int varB = bb[tid]; C[tid] = varA + varB; }
Slide credit: Hyesoon Kim Sample GPU Program (Less Simplified)
Slide credit: Hyesoon Kim 24 Warp-based SIMD vs. Traditional SIMD n Traditional SIMD contains a single thread
q Sequential instruction execution; lock-step operations in a SIMD instruction
q Programming model is SIMD (no extra threads) à SW needs to know vector length
q ISA contains vector/SIMD instructions
n Warp-based SIMD consists of multiple scalar threads executing in a SIMD manner (i.e., same instruction executed by all threads)
q Does not have to be lock step
q Each thread can be treated individually (i.e., placed in a different warp) à programming model not SIMD
n SW does not need to know vector length
n Enables multithreading and flexible dynamic grouping of threads
q ISA is scalar à SIMD operations can be formed dynamically
q Essentially, it is SPMD programming model implemented on SIMD hardware 25 SPMD n Single procedure/program, multiple data
q This is a programming model rather than computer organization
n Each processing element executes the same procedure, except on different data elements
q Procedures can synchronize at certain points in program, e.g. barriers
n Essentially, multiple instruction streams execute the same program
q Each program/procedure 1) works on different data, 2) can execute a different control-flow path, at run-time
q Many scientific applications are programmed this way and run on MIMD hardware (multiprocessors)
q Modern GPUs programmed in a similar way on a SIMD hardware
26 SIMD vs. SIMT Execution Model n SIMD: A single sequential instruction stream of SIMD instructions à each instruction specifies multiple data inputs
q [VLD, VLD, VADD, VST], VLEN n SIMT: Multiple instruction streams of scalar instructions à threads grouped dynamically into warps
q [LD, LD, ADD, ST], NumThreads n Two Major SIMT Advantages:
q Can treat each thread separately à i.e., can execute each thread independently on any type of scalar pipeline à MIMD processing
q Can group threads into warps flexibly à i.e., can group threads that are supposed to truly execute the same instruction à dynamically obtain and maximize benefits of SIMD processing 27 Threads Can Take Different Paths in Warp-based SIMD n Each thread can have conditional control flow instructions n Threads can execute different control flow paths
A
Thread Warp Common PC B Thread Thread Thread Thread C D F 1 2 3 4
E
G
Slide credit: Tor Aamodt 28 Control Flow Problem in GPUs/SIMT n A GPU uses a SIMD pipeline to save area on control logic.
q Groups scalar threads into warps Branch
Path A n Branch divergence occurs when threads Path B inside warps branch to different execution paths.
This is the same as conditional/predicated/masked execution. Recall the Vector Mask and Masked Vector Operations?
Slide credit: Tor Aamodt 29 Remember: Each Thread Is Independent n Two Major SIMT Advantages:
q Can treat each thread separately à i.e., can execute each thread independently on any type of scalar pipeline à MIMD processing
q Can group threads into warps flexibly à i.e., can group threads that are supposed to truly execute the same instruction à dynamically obtain and maximize benefits of SIMD processing
n If we have many threads n We can find individual threads that are at the same PC n And, group them together into a single warp dynamically n This reduces “divergence” à improves SIMD utilization
q SIMD utilization: fraction of SIMD lanes executing a useful operation (i.e., executing an active thread) 30 Dynamic Warp Formation/Merging n Idea: Dynamically merge threads executing the same instruction (after branch divergence) n Form new warps from warps that are waiting
q Enough threads branching to each path enables the creation of full new warps
Warp X Warp Z Warp Y
31 Dynamic Warp Formation/Merging n Idea: Dynamically merge threads executing the same instruction (after branch divergence)
Branch
Path A
Path B
n Fung et al., “Dynamic Warp Formation and Scheduling for Efficient GPU Control Flow,” MICRO 2007. 32 Dynamic Warp Formation Example
x/1111 A y/1111 Legend x/1110 A A B y/0011 Execution of Warp x Execution of Warp y at Basic Block A at Basic Block A x/1000 x/0110 x/0001 C y/0010 D y/0001 F y/1100 D A new warp created from scalar E x/1110 threads of both Warp x and y y/0011 executing at Basic Block D x/1111 G y/1111 A A B B C C D D E E F F G G A A Baseline
Time Dynamic A A B B C D E E F G G A A Warp Formation Time
Slide credit: Tor Aamodt 33 Hardware Constraints Limit Flexibility of Warp Grouping Functional Unit
Registers for each Thread Registers for Registers for Registers for Registers for thread IDs thread IDs thread IDs thread IDs 0, 4, 8, … 1, 5, 9, … 2, 6, 10, … 3, 7, 11, …
Can you move any thread
Lane flexibly to any lane?
Memory Subsystem
Slide credit: Krste Asanovic 34 An Example GPU
NVIDIA GeForce GTX 285 n NVIDIA-speak:
q 240 stream processors
q “SIMT execution”
n Generic speak:
q 30 cores
q 8 SIMD functional units per core
36 Slide credit: Kayvon Fatahalian NVIDIA GeForce GTX 285 “core”
64 KB of storage … for thread contexts (registers)
= SIMD functional unit, control = instruction stream decode shared across 8 units
= multiply-add = execution context storage = multiply
37 Slide credit: Kayvon Fatahalian NVIDIA GeForce GTX 285 “core”
64 KB of storage … for thread contexts (registers) n Groups of 32 threads share instruction stream (each group is a Warp) n Up to 32 warps are simultaneously interleaved n Up to 1024 thread contexts can be stored
38 Slide credit: Kayvon Fatahalian NVIDIA GeForce GTX 285
Tex Tex … … … … … …
Tex Tex … … … … … …
Tex Tex … … … … … …
Tex Tex … … … … … …
Tex Tex … … … … … …
30 cores on the GTX 285: 30,720 threads
39 Slide credit: Kayvon Fatahalian Introduction to GPGPU Programming
ETH Zürich Fall 2017 19 October 2017 Agenda for Today n Traditional accelerator model
q Program structure
n Bulk synchronous programming model
q Memory hierarchy and memory management
q Performance considerations
n Memory access
n SIMD utilization
n Atomic operations
n Data transfers n New programming features
q Dynamic parallelism
q Collaborative computing
41 General Purpose Processing on GPU n GPUs have democratized HPC
q Great FLOP/$, massively parallel chip on a commodity PC n However, this is not for free
q New programming model
q New challenges n Algorithms need to be re-implemented and rethought n Many workloads exhibit inherent parallelism
q Matrices
q Image processing n Main bottlenecks
q CPU-GPU data transfers (PCIe, NVLINK)
q DRAM memory (GDDR5, HBM2)
42 CPU vs. GPU n Different design philosophies
q CPU: A few out-of-order cores
q GPU: Many in-order cores
CPU GPU
ALU ALU Control ALU ALU
Cache
DRAM DRAM
Slide credit: Hwu & Kirk
43 GPU Computing n Computation is offloaded to the GPU n Three steps
q CPU-GPU data transfer (1)
q GPU kernel execution (2)
q GPU-CPU data transfer (3)
CPU GPU memory memory CPU 1 GPU cores cores Matrix Matrix 2 3
44 Traditional Program Structure n CPU threads and GPU kernels
q Sequential or modestly parallel sections on CPU
q Massively parallel sections on GPU
Serial Code (host)
Parallel Kernel (device) KernelA<<< nBlk, nThr >>>(args); . . .
Serial Code (host)
Parallel Kernel (device) KernelB<<< nBlk, nThr >>>(args); . . .
Slide credit: Hwu & Kirk
45 CUDA/OpenCL Programming Model n SIMT or SPMD n Bulk synchronous programming
q Global (coarse-grain) synchronization between kernels n The host (typically CPU) allocates memory, copies data, and launches kernels n The device (typically GPU) executes kernels
q Grid (NDRange)
q Block (work-group)
n Within a block, shared memory and synchronization
q Thread (work-item)
46 Transparent Scalability n Hardware is free to schedule thread blocks
Device Kernel grid Device Block 0 Block 1
Block 2 Block 3
Block 0 Block 1 Block 4 Block 5 Block 0 Block 1 Block 2 Block 3 Block 6 Block 7 time Block 2 Block 3 Block 4 Block 5 Block 6 Block 7
Block 4 Block 5 Each block can execute in any order relative to other blocks. Block 6 Block 7
Slide credit: Hwu & Kirk
47 CUDA/OpenCL Programming Model
n Memory hierarchy
Grid (Device)
Block (0, 0) Block (1, 0)
Shared memory Shared memory
Registers Registers Registers Registers
Thread (0, 0) Thread (1, 0) Thread (0, 0) Thread (1, 0)
Global / Texture & Surface memory
Host Constant memory
48 Traditional Program Structure n Function prototypes float serialFunction(…); __global__ void kernel(…); n main()
q 1) Allocate memory space on the device – cudaMalloc(&d_in, bytes);
q 2) Transfer data from host to device – cudaMemCpy(d_in, h_in, …);
q 3) Execution configuration setup: #blocks and #threads
q 4) Kernel call – kernel<<
q 5) Transfer results from device to host – cudaMemCpy(h_out, d_out, …); n Kernel – __global__ void kernel(type args,…)
q Automatic variables transparently assigned to registers
q Shared memory – __shared__
q Intra-block synchronization – __syncthreads();
Slide credit: Hwu & Kirk
49 CUDA Programming Language
n Memory allocation cudaMalloc((void**)&d_in, #bytes);
n Memory copy cudaMemcpy(d_in, h_in, #bytes, cudaMemcpyHostToDevice);
n Kernel launch kernel<<< #blocks, #threads >>>(args);
n Memory deallocation cudaFree(d_in);
n Explicit synchronization cudaDeviceSynchronize();
50 Indexing and Memory Access n Image layout in memory
q height x width
q Image[j][i], where 0 ≤ j < height, and 0 ≤ i < width
Image[0][1]
Image[1][2]
51 Indexing and Memory Access n Image layout in memory
q Row-major layout
q Image[j][i] = Image[j x width + i]
Image[0][1] = Image[0 x 8 + 1]
Image[1][2] = Image[1 x 8 + 2]
52 Indexing and Memory Access n One GPU thread per pixel n Grid of Blocks of Threads
q blockIdx.x, threadIdx.x
q gridDim.x, blockDim.x Thread0 Thread1 Thread2 blockIdx.x Block 0 Thread3 threadIdx.x
Block 0
6 * 4 + 1 = 25 blockIdx.x * blockDim.x + threadIdx.x
53 Indexing and Memory Access n 2D blocks
q gridDim.x, gridDim.y
threadIdx.x = 1 threadIdx.y = 0 Block (0, 0)
Row = blockIdx.y * blockDim.y + threadIdx.y blockIdx.x = 2 blockIdx.y = 1 Col = blockIdx.x * blockDim.x + threadIdx.x
Row = 1 * 2 + 1 = 3 Col = 0 * 2 + 1 = 1
Image[3][1] = Image[3 * 8 + 1]
54 Brief Review of GPU Architecture
n Streaming Processor Array Streaming Processor Array q Tesla architecture (G80/GT200)
TPC TPC TPC ….. TPC
TPC SM Instruction Cache
Instruction Fetch/Dispatch
SM SM Register File
SP SP
Texture Unit SFU
Texture L1 Cache SP SP
SP SP SFU SP SP
Shared Memory Constant Cache
55 Brief Review of GPU Architecture n Blocks are divided into warps Streaming Multiprocessor Instruction Cache
q SIMD unit (32 threads) Warp Scheduler Warp Scheduler
Dispatch Unit Dispatch Unit n Streaming Multiprocessors (SM) Register File
LD/ST q Streaming Processors (SP) SP SP SP SP LD/ST SFU LD/ST SP SP SP SP LD/ST LD/ST Block 0’s warps Block 1’s warps Block 2’s warps SP SP SP SP LD/ST SFU … … … LD/ST SP SP SP SP t0 t1 t2 … t31 t0 t1 t2 … t31 t0 t1 t2 … t31 LD/ST LD/ST … … … SP SP SP SP LD/ST SFU LD/ST SP SP SP SP LD/ST LD/ST SP SP SP SP LD/ST SFU LD/ST SP SP SP SP LD/ST
Shared Memory / L1 Cache
Constant Cache
56 Brief Review of GPU Architecture n Streaming Multiprocessors (SM)
q Compute Units (CU) n Streaming Processors (SP) or CUDA cores
q Vector lanes n Number of SMs x SPs
q Tesla (2007): 30 x 8
q Fermi (2010): 16 x 32
q Kepler (2012): 15 x 192
q Maxwell (2014): 24 x 128
q Pascal (2016): 56 x 64
q Volta (2017): 80 x 64
57 Performance Considerations n Main bottlenecks q Global memory access q CPU-GPU data transfers n Memory access q Latency hiding n Thread Level Parallelism (TLP) n Occupancy q Memory coalescing q Data reuse n Shared memory usage n SIMD Utilization n Atomic operations n Data transfers between CPU and GPU q Overlap of communication and computation
58 Latency Hiding
n Occupancy: ratio of active warps
q Not only memory accesses (e.g., SFU)
4 active warps 2 active warps Warp 0 Warp 0 Instruction 3 Instruction 3
Warp 1 Warp 1 Instruction 2 Instruction 2
Warp 2 Warp 0 Warp 0 Instruction 1 Warp 1 Instruction 3 time time Warp 3 Instruction 4 Instruction 4 (Long latency) (Long latency) Instruction 1
Warp 1 Instruction 3 Warp 0
Warp 0 Instruction 5 Instruction 5
59 Occupancy n SM resources (typical values)
q Maximum number of warps per SM (64)
q Maximum number of blocks per SM (32)
q Register usage (256KB)
q Shared memory usage (64KB) n Occupancy calculation
q Number of threads per block
q Registers per thread
q Shared memory per block n The number of registers per thread is known in compile time
60 Memory Coalescing n When accessing global memory, peak bandwidth utilization occurs when all threads in a warp access one cache line
Not coalesced Coalesced
Md Nd
H
Thread 1 T D
I Thread 2 W
WIDTH
Slide credit: Hwu & Kirk
61 Memory Coalescing
n Coalesced accesses
Access M0,0 M1,0 M2,0 M3,0 direction M M M M in Kernel 0,1 1,1 2,1 3,1
code M0,2 M1,2 M2,2 M3,2
M0,3 M1,3 M2,3 M3,3
Time Period 1 Time Period 2 … T1 T2 T3 T4 T1 T2 T3 T4
M
M0,0 M1,0 M2,0 M3,0 M0,1 M1,1 M2,1 M3,1 M0,2 M1,2 M2,2 M3,2 M0,3 M1,3 M2,3 M3,3
Slide credit: Hwu & Kirk
62 Memory Coalescing
n Uncoalesced accesses
Access M0,0 M1,0 M2,0 M3,0
direction M0,1 M1,1 M2,1 M3,1 in Kernel M M M M code 0,2 1,2 2,2 3,2 M0,3 M1,3 M2,3 M3,3
Time Period 2 … T1 T2 T3 T4 Time Period 1
T1 T2 T3 T4 M
M0,0 M1,0 M2,0 M3,0 M0,1 M1,1 M2,1 M3,1 M0,2 M1,2 M2,2 M3,2 M0,3 M1,3 M2,3 M3,3
Slide credit: Hwu & Kirk
63 Memory Coalescing
n AoSTenemos vs. SoA 2 data layouts principales (AoS y SoA) y uno nuevo propuesto (ASTA). ASTA permite transformar uno en otro más rápidamente y facilita hacerlo in-place, para ahorrarData memoria. Layout En la siguienteAlternatives figura se ven los tres:
struct foo{ Structure of float a[8]; float b[8]; Arrays float c[8]; (SoA) int d[8]; } A;
struct foo{ Array of float a; float b; Structures float c; (AoS) int d; } A[8];
struct foo{ Array of float a[4]; Structure of float b[4]; Tiled Array float c[4]; (ASTA) int d[4]; Layout Conversion} A[2]; and Transposition 64 La 19 granularidad en ASTA, es decir, el ancho del tile, estará relacionado con la Convertinggranularidad de AoSacceso to a la ASTA memoria is (warp_sizenot too =different 32, por ejemplo). from transposingConvertir entre a los bunch distintos of layouts, small tiles en realidad es transponer. Por ejemplo, AoS a ASTA: The first attempt, barrier-sync, would more likely to work
AoS ASTA
same as same as
transpose
divide into tiles Layout Conversion transposeand Transposition