CUDA OPTIMIZATION TIPS, TRICKS and TECHNIQUES Stephen Jones, GTC 2017 the Art of Doing More with Less

CUDA OPTIMIZATION TIPS, TRICKS and TECHNIQUES Stephen Jones, GTC 2017 the Art of Doing More with Less

CUDA OPTIMIZATION TIPS, TRICKS AND TECHNIQUES Stephen Jones, GTC 2017 The art of doing more with less 2 RULE #1: DON’T TRY TOO HARD Peak Performance Performance Time 3 RULE #1: DON’T TRY TOO HARD Peak Performance Performance Unrealistic Effort/Reward Unrealistic Time 4 RULE #1: DON’T TRY TOO HARD Peak Performance Performance Time 5 RULE #1: DON’T TRY TOO HARD Peak Performance Performance Don’t waste this time Get on this curve Reduce this time Time 6 RULE #1: DON’T TRY TOO HARD Peak Performance Performance Here be ninjas Hire an intern Premature Point of excitement diminishing returns Most people Trough of give up here despair Wait, it’s 4 weeks and going slower?? this is it? Time 7 PERFORMANCE CONSTRAINTS Compute Intensity Divergence 10% 3% Instruction 2% Occupancy 10% Memory 75% 8 PERFORMANCE CONSTRAINTS Chart Title Compute Intensity CPU <> GPU Transfer Divergence Instruction Occupancy Coalescence Divergent Access Cache Inefficiency Register Spilling 9 MEMORY ORDERS OF MAGNITUDE SM L1$ L2 Cache GDRAM DRAM CPU regs shmem PCIe regs shmem bus regs shmem 20,000 2,000 300 16 150 GB/sec GB/sec GB/sec GB/sec GB/sec 10 TALK BREAKDOWN In no particular order 1. Why Didn’t I Think Of That? 2. CPU Memory to GPU Memory (the PCIe Bus) 3. GPU Memory to the SM 4. Registers & Shared Memory 5. Occupancy, Divergence & Latency 6. Weird Things You Never Thought Of (and probably shouldn’t try) 11 WHERE TO BEGIN? 12 THE OBVIOUS NVIDIA Visual Profiler Start with the Visual Profiler 13 CPU <> GPU DATA MOVEMENT 14 PCI ISSUES regs shmem PCIe regs shmem bus regs shmem 16 GB/sec Moving data over the PCIe bus 15 PIN YOUR CPU MEMORY GPU Memory CPU Memory Copy Data 16 PIN YOUR CPU MEMORY GPU Memory CPU Memory DMA Data Controller 17 PIN YOUR CPU MEMORY GPU Memory CPU Memory DMA Controller Data Swap 18 PIN YOUR CPU MEMORY GPU Memory CPU Memory Data CPU allocates & pins page then DMA copies locally before DMA Controller Pinned Copy of Data 19 PIN YOUR CPU MEMORY GPU Memory CPU Memory DMA User Pinned Controller Data cudaHostAlloc( &data, size, cudaHostAllocMapped ); cudaHostRegister( &data, size, cudaHostRegisterDefault ); 20 PIN YOUR CPU MEMORY 21 REMEMBER: PCIe GOES BOTH WAYS 22 STREAMS & CONCURRENCY Hiding the cost of data transfer Operations in a single stream are ordered But hardware can copy and compute at the same time Single Copy data Copy data Compute Stream to GPU to Host Time 23 STREAMS & CONCURRENCY Copy Copy Stream 2 Work up back Saved Time Copy Copy Stream 1 Work up back Single Copy data Copy data Compute Stream to GPU to Host Time 24 STREAMS & CONCURRENCY Can keep on breaking work into smaller chunks and saving time 8 2 1 streams streams stream 25 SMALL PCIe TRANSFERS PCIe is designed for large data transfers But fine-grained copy/compute overlap prefers small transfers So how small can we go? Too 8 2 1 many 26 APPARENTLY NOT THAT SMALL 27 FROM GPU MEMORY TO GPU THREADS 28 FEEDING THE MACHINE regs shmem PCIe regs shmem bus regs shmem From GPU Memory to the SMs 29 USE THE PARALLEL ARCHITECTURE Hardware is optimized to use all SIMT threads at once L2 Cache Line Threads run Cache is sized to service High-speed GPU memory in groups of 32 sets of 32 requests at a time works best with linear access 30 VECTORIZE MEMORY LOADS Multi-Word as well as Multi-Thread T0-T32 int 31 VECTORIZE MEMORY LOADS T0-T15 T16-T31 int2 Fill multiple cache lines in a single fetch 32 VECTORIZE MEMORY LOADS T0-T7 T8-T15 int4 T16-T23 T24-T31 Fill multiple cache lines in a single fetch 33 VECTORIZE MEMORY LOADS 34 DO MULTIPLE LOADS PER THREAD Multi-Thread, Multi-Word AND Multi-Iteration __global__ void copy(int2 *input, __global__ void copy(int2 *input, int2 *output, int2 *output, int max) { int max, int loadsPerThread) { int id = threadIdx.x + blockDim.x * blockIdx.x; int id = threadIdx.x + blockDim.x * blockIdx.x; if( id < max ) { output[id] = input[id]; for(int n=0; n<loadsPerThread; n++) { } if( id >= max ) { } break; } output[id] = input[id]; id += blockDim.x * gridDim.x; } } One copy per thread Multiple copies per thread Maximum overhead Amortize overhead 35 “MAXIMAL” LAUNCHES ARE BEST 36 COALESCED MEMORY ACCESS It’s not just good enough to use all SIMT threads Coalesced: Sequential memory accesses are adjacent 1 2 3 4 3 1 Uncoalesced: Sequential memory accesses are unassociated 4 2 37 SIMT PENALTIES WHEN NOT COALESCED x = data[threadIdx.x] x = data[rand()] Single 32-wide operation 32 one-wide operations 38 SCATTER & GATHER Gathering Scattering 1 2 3 4 1 2 3 4 3 3 1 1 4 4 2 2 Reading randomly Reading sequentially Writing sequentially Writing randomly 39 AVOID SCATTER/GATHER IF YOU CAN 40 AVOID SCATTER/GATHER IF YOU CAN 41 SORTING MIGHT BE AN OPTION If reading non-sequential data is expensive, is it worth sorting it to make it sequential? Gathering Coalesced Read 1 2 3 4 1 2 3 4 Slow Fast 2 4 1 3 Sort 1 2 3 4 42 SORTING MIGHT BE AN OPTION Even if you’re only going to read it twice, then yes! 43 PRE-SORTING TURNS OUT TO BE GOOD 44 DATA LAYOUT: “AOS vs. SOA” Sometimes you can’t just sort your data Array-of-Structures Structure-of-Arrays #define NPTS 1024 * 1024 #define NPTS 1024 *1024 struct Coefficients_AOS { struct Coefficients_SOA { double u[3]; double u[3][NPTS]; double x[3][3]; double x[3][3][NPTS]; double p; double p[NPTS]; double rho; double rho[NPTS]; double eta; double eta[NPTS]; }; }; Coefficients_AOS gridData[NPTS]; Coefficients_SOA gridData; Single-thread code prefers arrays of SIMT code prefers structures of arrays, structures, for cache efficiency for execution & memory efficiency 45 DATA LAYOUT: “AOS vs. SOA” #define NPTS 1024 * 1024 u0 u1 u2 struct Coefficients_AOS { x00 x01 x02 double u[3]; double x[3][3]; x10 x11 x12 double p; x20 x21 x22 double rho; double eta; p }; rho Coefficients_AOS gridData[NPTS]; eta Structure Definition Conceptual Layout 46 SOA: STRIDED ARRAY ACCESS GPU reads data one element at a time, but in parallel by 32 threads in a warp Array-of-Structures Memory Layout u0 u1 u2 x00 x01 x02 x10 x11 x12 x20 x21 x22 p rho eta double u0 = gridData[threadIdx.x].u[0]; Conceptual Layout 47 AOS: COALESCED BUT COMPLEX GPU reads data one element at a time, but in parallel by 32 threads in a warp Array-of-Structures Memory Layout u0 u1 u2 x00 x01 x02 x10 x11 x12 Structure-of-Arrays Memory Layout x20 x21 x22 p rho eta Conceptual Layout double u0 = gridData.u[0][threadIdx.x]; 48 BLOCK-WIDE LOAD VIA SHARED MEMORY Read data linearly as bytes. Use shared memory to convert to struct Device Memory Block copies data to shared memory Shared Memory 49 BLOCK-WIDE LOAD VIA SHARED MEMORY Read data linearly as bytes. Use shared memory to convert to struct Device Memory Shared Memory Threads which own the data grab it from shared memory 50 CLEVER AOS/SOA TRICKS 51 CLEVER AOS/SOA TRICKS Helps for any data size 52 HANDY LIBRARY TO HELP YOU Trove – A utility library for fast AOS/SOA access and transposition https://github.com/bryancatanzaro/trove 53 (AB)USING THE CACHE 54 MAKING THE MOST OF L2-CACHE L2 cache is fast but small: L2 Cache GDRAM Architecture L2 Cache Total Cache Bytes Size Threads per Thread Kepler 1536 KB 30,720 51 Maxwell 3072 KB 49,152 64 Pascal 4096 KB 114,688 36 2,000 300 GB/sec GB/sec 55 TRAINING DEEP NEURAL NETWORKS 56 LOTS OF PASSES OVER DATA 3x3 W1 convolution 5x5 FFT W2 Cat! convolution + 7x7 W3 convolution 57 MULTI-RESOLUTION CONVOLUTIONS Pass 1 : 3x3 Pass 2: 5x5 Pass 3: 7x7 58 TILED, MULTI-RESOLUTION CONVOLUTION Pass 1 : 3x3 Pass 2: 5x5 Pass 3: 7x7 Do 3 passes per-tile Each tile sized to fit in L2 cache 59 LAUNCHING FEWER THAN MAXIMUM THREADS 60 SHARED MEMORY: DEFINITELY WORTH IT 61 USING SHARED MEMORY WISELY Shared memory arranged into “banks” for concurrent SIMT access ▪ 32 threads can read simultaneously so long as into separate banks Shared memory has 4-byte and 8-byte “bank” sizes 62 STENCIL ALGORITHM Many algorithms have high data re-use: potentially good for shared memory “Stencil” algorithms accumulate data from neighbours onto a central point ▪ Stencil has width “W” (in the above case, W=5) Adjacent threads will share (W-1) items of data – good potential for data re-use 63 STENCILS IN SHARED MEMORY 64 SIZE MATTERS 65 PERSISTENT KERNELS Revisiting the tiled convolutions Avoid multiple kernel launches by caching in shared memory instead of L2 void tiledConvolution() { convolution<3><<< numblocks, blockdim, 0, s >>>(ptr, chunkSize); Separate kernel convolution<5><<< numblocks, blockdim, 0, s >>>(ptr, chunkSize); launches with convolution<7><<< numblocks, blockdim, 0, s >>>(ptr, chunkSize); L2 re-use } __global__ void convolutionShared(int *data, int count, int sharedelems) { extern __shared__ int shdata[]; shdata[threadIdx.x] = data[threadIdx.x + blockDim.x*blockIdx.x]; __syncthreads(); Single kernel convolve<3>(threadIdx.x, shdata, sharedelems); launch with __syncthreads(); persistent kernel convolve<5>(threadIdx.x, shdata, sharedelems); __syncthreads(); convolve<7>(threadIdx.x, shdata, sharedelems); } 66 PERSISTENT KERNELS 67 OPERATING DIRECTLY FROM CPU MEMORY Can save memory copies. It’s obvious when you think about it ... Compute only begins when 1st copy Copy data Copy data Compute has finished. Task only ends when to GPU to Host 2nd copy has finished.

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