Do __shfl_xx_sync() intrinsics with mask need an additional __syncwarp()? - cuda

Do __shfl_xx_sync() instructions, where only some lanes participate, need an additional __syncwarp() instruction, or is setting a mask enough?
I cannot provide a working minimal example, as it is very long and confidential code and the error appeared only in certain run/build configurations.
The code looks basically like the following:
if (threadIdx.x >= 30) {
temp.x = __shfl_up_sync(0xC0000000, x, 1);
temp.y = __shfl_up_sync(0xC0000000, y, 1);
}
// __syncwarp();
__shfl_up_sync(0xffffffff, w, 1, 32);
Release builds worked fine; with debug builds lanes 30 and 31 waited (according to debugger and SASS) at a different sync instruction than the other lanes.
When I introduced __syncwarp() also debug builds run through. And I hope this problem is definitely fixed!?!
I am using a mask in the first two shuffle instructions indicating that only lanes 30 and 31 participate. What happens, if the scheduler decides that lanes 0 to 29 are executed first and goes to the second shuffle instruction (with all participating lanes)? Then those shuffle instructions wait for the lanes 30 and 31. Those threads then get to the upper shuffle instructions. Can the shuffles be distinguished?
If the __syncwarp() is needed: Why would it react differently then the shuffle instruction with mask 0xffffffff itself?
Because it is of other type? (shuffle sync instead of normal sync?) Or was it by accident that the program worked in this way?
(The __syncwarp() intrinsic is probably useful here anyway (for performance reasons), as the threads converge at that point.)
If __syncwarp() is not enough: How to make sure the kernel does not hang? Is there generally another recommended way than __syncwarp()?
I am running this on Turing RTX 2060 Mobile (and debugged is with Visual Studio).

No, you should not need a __syncwarp() here. CUDA went from e.g. __shfl_up() to __shfl_up_sync() to avoid this. I think the problem is that you are trying to shuffle up data from a thread that is not participating in the call, i.e. thread 30 is trying to get data from thread 29, so thread 29 has to participate.
Threads may only read data from another thread which is actively participating in the __shfl_sync() command. If the target thread is inactive, the retrieved value is undefined.
from the docs. Although this explanation is still unsatisfactory, as you seem to get a deadlock instead of an undefined value. But maybe this is wanted behavior for a debug build?
That being said, I'm not quite sure how to do this elegantly, because just including thread 29 in the conditional and mask will only shift the problem to 29 trying to get data from 28. In the examples given in the documentation, they always do the intrinsic with all threads and then conditionally use the results.
My best guess is that you want thread 29 to participate, but with a delta of 0. I have not found anything saying that delta needs to be the same across threads.
You might also want to use __ballot_sync() to retrieve a mask as can be seen in Listing 3 of this blogpost to avoid bugs from manually specifying the mask, which needs to be changed whenever the conditional is changed.

Related

In CUDA, how can I get this warp's thread mask in conditionally executed code (in order to execute e.g., __shfl_sync or <cg>.shfl?

I'm trying to update some older CUDA code (pre CUDA 9.0), and I'm having some difficulty updating usage of warp shuffles (e.g., __shfl).
Basically the relevant part of the kernel might be something like this:
int f = d[threadIdx.x];
int warpLeader = <something in [0,32)>;
// Point being, some threads in the warp get removed by i < stop
for(int i = k; i < stop; i+=skip)
{
// Point being, potentially more threads don't see the shuffle below.
if(mem[threadIdx.x + i/2] == foo)
{
// Pre CUDA 9.0.
f = __shfl(f, warpLeader);
}
}
Maybe that's not the best example (real code too complex to post), but the two things accomplished easily with the old intrinsics were:
Shuffle/broadcast to whatever threads happen to be here at this time.
Still get to use the warp-relative thread index.
I'm not sure how to do the above post CUDA 9.0.
This question is almost/partially answered here: How can I synchronize threads within warp in conditional while statement in CUDA?, but I think that post has a few unresolved questions.
I don't believe __shfl_sync(__activemask(), ...) will work. This was noted in the linked question and many other places online.
The linked question says to use coalesced_group, but my understanding is that this type of cooperative_group re-ranks the threads, so if you had a warpLeader (on [0, 32)) in mind as above, I'm not sure there's a way to "figure out" its new rank in the coalesced_group.
(Also, based on the truncated comment conversation in the linked question, it seems unclear if coalesced_group is just a nice wrapper for __activemask() or not anyway ...)
It is possible to iteratively build up a mask using __ballot_sync as described in the linked question, but for code similar to the above, that can become pretty tedious. Is this our only way forward for CUDA > 9.0?
I don't believe __shfl_sync(__activemask(), ...) will work. This was noted in the linked question and many other places online.
The linked question doesn't show any such usage. Furthermore, the canonical blog specifically says that usage is the one that satisfies this:
Shuffle/broadcast to whatever threads happen to be here at this time.
The blog states that this is incorrect usage:
//
// Incorrect use of __activemask()
//
if (threadIdx.x < NUM_ELEMENTS) {
unsigned mask = __activemask();
val = input[threadIdx.x];
for (int offset = 16; offset > 0; offset /= 2)
val += __shfl_down_sync(mask, val, offset);
(which is conceptually similar to the usage given in your linked question.)
But for "opportunistic" usage, as defined in that blog, it actually gives an example of usage in listing 9 that is similar to the one that you state "won't work". It certainly does work following exactly the definition you gave:
Shuffle/broadcast to whatever threads happen to be here at this time.
If your algorithm intent is exactly that, it should work fine. However, for many cases, that isn't really a correct description of the algorithm intent. In those cases, the blog recommends a stepwise process to arrive at a correct mask:
Don’t just use FULL_MASK (i.e. 0xffffffff for 32 threads) as the mask value. If not all threads in the warp can reach the primitive according to the program logic, then using FULL_MASK may cause the program to hang.
Don’t just use __activemask() as the mask value. __activemask() tells you what threads happen to be convergent when the function is called, which can be different from what you want to be in the collective operation.
Do analyze the program logic and understand the membership requirements. Compute the mask ahead based on your program logic.
If your program does opportunistic warp-synchronous programming, use “detective” functions such as __activemask() and __match_all_sync() to find the right mask.
Use __syncwarp() to separate operations with intra-warp dependences. Do not assume lock-step execution.
Note that steps 1 and 2 are not contradictory to other comments. If you know for certain that you intend the entire warp to participate (not typically known in a "opportunistic" setting) then it is perfectly fine to use a hardcoded full mask.
If you really do intend the opportunistic definition you gave, there is nothing wrong with the usage of __activemask() to supply the mask, and in fact the blog gives a usage example of that, and step 4 also confirms that usage, for that case.

Cuda _sync functions, how to handle unknown thread mask?

This question is about adapting to the change in semantics from lock step to independent program counters. Essentially, what can I change calls like int __all(int predicate); into for volta.
For example, int __all_sync(unsigned mask, int predicate);
with semantics:
Evaluate predicate for all non-exited threads in mask and return non-zero if and only if predicate evaluates to non-zero for all of them.
The docs assume that the caller knows which threads are active and can therefore populate mask accurately.
a mask must be passed that specifies the threads participating in the call
I don't know which threads are active. This is in a function that is inlined into various places in user code. That makes one of the following attractive:
__all_sync(UINT32_MAX, predicate);
__all_sync(__activemask(), predicate);
The first is analogous to a case declared illegal at https://forums.developer.nvidia.com/t/what-does-mask-mean-in-warp-shuffle-functions-shfl-sync/67697, quoting from there:
For example, this is illegal (will result in undefined behavior for warp 0):
if (threadIdx.x > 3) __shfl_down_sync(0xFFFFFFFF, v, offset, 8);
The second choice, this time quoting from __activemask() vs __ballot_sync()
The __activemask() operation has no such reconvergence behavior. It simply reports the threads that are currently converged. If some threads are diverged, for whatever reason, they will not be reported in the return value.
The operating semantics appear to be:
There is a warp of N threads
M (M <= N) threads are enabled by compile time control flow
D (D subset of M) threads are converged, as a runtime property
__activemask returns which threads happen to be converged
That suggests synchronising threads then using activemask,
__syncwarp();
__all_sync(__activemask(), predicate);
An nvidia blog post says that is also undefined, https://developer.nvidia.com/blog/using-cuda-warp-level-primitives/
Calling the new __syncwarp() primitive at line 10 before __ballot(), as illustrated in Listing 11, does not fix the problem either. This is again implicit warp-synchronous programming. It assumes that threads in the same warp that are once synchronized will stay synchronized until the next thread-divergent branch. Although it is often true, it is not guaranteed in the CUDA programming model.
That marks the end of my ideas. That same blog concludes with some guidance on choosing a value for mask:
Don’t just use FULL_MASK (i.e. 0xffffffff for 32 threads) as the mask value. If not all threads in the warp can reach the primitive according to the program logic, then using FULL_MASK may cause the program to hang.
Don’t just use __activemask() as the mask value. __activemask() tells you what threads happen to be convergent when the function is called, which can be different from what you want to be in the collective operation.
Do analyze the program logic and understand the membership requirements. Compute the mask ahead based on your program logic.
However, I can't compute what the mask should be. It depends on the control flow at the call site that the code containing __all_sync was inlined into, which I don't know. I don't want to change every function to take an unsigned mask parameter.
How do I retrieve semantically correct behaviour without that global transform?
TL;DR: In summary, the correct programming approach will most likely be to do the thing you stated you don't want to do.
Longer:
This blog specifically suggests an opportunistic method for handling an unknown thread mask: precede the desired operation with __activemask() and use that for the desired operation. To wit (excerpting verbatim from the blog):
int mask = __match_any_sync(__activemask(), (unsigned long long)ptr);
That should be perfectly legal.
You might ask "what about item 2 mentioned at the end of the blog?" I think if you read that carefully and taking into account the previous usage I just excerpted, it's suggesting "don't just use __activemask()" if you intend something different. That reading seems evident from the full text there. That doesn't abrogate the legality of the previous construct.
You might ask "what about incidental or enforced divergence along the way?" (i.e. during the processing of my function which is called from elsewhwere)
I think you have only 2 options:
grab the value of __activemask() at entry to the function. Use it later when you call the sync operation you desire. That is your best guess as to the intent of the calling environment. CUDA doesn't guarantee that this will be correct, however this should certainly be legal if you don't have enforced divergence at the point of your sync function call.
Make the intent of the calling environment clear - add a mask parameter to your function and rewrite the code everywhere (which you've stated you don't want to do).
There is no way to deduce the intent of the calling environment from within your function, if you permit the possibility of warp divergence prior to entry to your function, which obscures the calling environment intent. To be clear, CUDA with the Volta execution model permits the possibility of warp divergence at any time. Therefore, the correct approach is to rewrite the code to make the intent at the call site explicit, rather than trying to deduce it from within the called function.

CUDA memory operation order within a single thread

From the CUDA Programming Guide (v. 5.5):
The CUDA programming model assumes a device with a weakly-ordered
memory model, that is:
The order in which a CUDA thread writes data to shared memory, global memory, page-locked host memory, or the memory of a peer device
is not necessarily the order in which the data is observed being
written by another CUDA or host thread;
The order in which a CUDA thread reads data from shared memory, global memory, page-locked host memory, or the memory of a peer device
is not necessarily the order in which the read instructions appear in
the program for instructions that are independent of each other
However, do we have a guarantee that the (dependent) memory operations as seen from the single thread are actually consistent? If I do - say:
arr[x] = 1;
int z = arr[y];
where x happens to be equal to y, and no other thread is touching the memory, do I have a guarantee that z is 1? Or do I still need to put some volatile or a barrier between those two operations?
In response to Orpedo's answer.
If your compiler doesn't compile the functionality stated by your code into equal functionality in machine-code, the compiler is either broken or you haven't taken the optimizations into consideration...
My problem is what optimizations (done either by compiler or hardware) are allowed?
It could happen --- for example --- that store instruction is non-blocking and the load instruction that follows somehow is managed by the memory controller faster than the already queued-up store.
I don't know CUDA hardware. Do I have a guarantee that the above will never happen?
The CUDA Programming Guide simply stating, that you cannot predict in which order the threads is executed, but every single thread will still run as a sequential thread.
In the example you state, where x and y are the same and NO OTHER THREAD is touching the memory, you DO have a guarantee that z = 1.
Here the point being, that if you have several threads dooing operations on the same data (e.g. an array), you are NOT guaranteed that thread #9 executes before #10.
Take an example:
__device__ void sum_all(float *x, float *result, int size N){
x[threadId.x] = threadId.x;
result[threadId.x] = 0;
for(int i = 0; i < N; i++)
result[threadId.x] += x[threadID.x];
}
Here we have some dumb function, which SHOULD fill a shared array (x) with the numbers from m ... n (read from one number to another number), and then sum up the numbers already put into the array and store the result in another array.
Given that you your lowest indexed thread is enumerated thread #0, you would expect that the first time your code runs this code x should contain
x[] = {0, 0, 0 ... 0} and result[] = {0, 0, 0 ... 0}
next for thread #1
x[] = {0, 1, 0 ... 0} and result[] = {0, 1, 0 ... 0}
next for thread #2
x[] = {0, 1, 2 ... 0} and result[] = {0, 1, 3 ... 0}
and so forth.
But this is NOT guaranteed. You can't know if e.g. thread #3 runs first, hence changing the array x[] before thread #0 runs. You actually don't even know if the arrays are changed by some other thread while you are executing the code.
I am not sure, if this is explicitly stated in the CUDA documentation (I wouldn't expect it to be), as this is a basic principle of computing. Basically what you are asking is, if running your code on a GFX will change the functionality of your code.
The cores of a GPU are generally the same, as that of a CPU, just with less control-arithmetics, a smaller instructionset and typically only supporting single-precision.
In a CUDA-GPU there is 1 program counter for each Warp (section of 32 synchronous cores). Like a CPU, the program counter increases by magnitude of one address element after each instruction, unless you have branches or jumps. This gives the sequential flow of the program, and this can not be changed.
Branches and jumps can only be introduced by the software running on the core, and hence is determined by your compiler. Compiler optimizations can in fact change the functionality of your code, but only in the case where the code is implemented "wrong" with respect to the compiler
So in short - Your code will always be executed in the order it is ordered in the memory, no matter if it is executed on a CPU or a GPU. If your compiler doesn't compile the functionality stated by your code into equal functionality in machine-code, the compiler is either broken or you haven't taken the optimizations into consideration...
Hope this was clear enough :)
As far as I understood you're basically asking whether memory dependencies and alias analysis information are being respected in the CUDA compiler.
The answer to that question is, assuming that the CUDA compiler is free of bugs, yes because as Robert noted the CUDA compiler uses LLVM under the hood and two basic modules (which, at the moment, I really don't think they could be excluded by the pipeline) are:
Memory dependence analysis
Alias Analysis
These two passes detect memory locations potentially pointing to the same address and use live-analysis on variables (even out of the block scope) to avoid dangerous optimizations (e.g. you can't write in a live variable before its next read, the data may still be useful).
I don't know the compiler internals but assuming (as any other reasonably trusted compiler) that it will do its best to be bug-free, the analysis that take place in there should really not bother you at all and assure you that at least in theory what you just presented as an example (i.e. the dependent-load faster than the store) cannot happen.
What guarantee you that? Nothing but the fact that the company is giving a compiler to use, and there are disclaimers in case it doesn't for exceptional cases :)
Also: aside from the compiler topic, the instruction execution is also dependent on the hardware specification. In this case, a SIMT hardware instruction issuing unit
cfr. http://www.csl.cornell.edu/~cbatten/pdfs/kim-simt-vstruct-isca2013.pdf and all the referenced papers for more information

CUDA samples matrixMul error

I am very new to cuda and started reading about parallel programming and cuda just a few weeks ago. After I installed the cuda toolkit, I was browsing the sdk samples (which come with the installation of the toolkit) and wanted to try some of them out. I started with matrixMul from 0_Simple folder. This program executes fine (I am using Visual Studio 2010).
Now I want to change the size of the matrices and try with a bigger one (for example 960X960 or 1024x1024). In this case, something crashes (I get black screen, and then the message: display driver stopped responding and has recovered).
I am changing this two lines in the code (from main function):
dim3 dimsA(8*4*block_size, 8*4*block_size, 1);
dim3 dimsB(8*4*block_size, 8*4*block_size, 1);
before they were:
dim3 dimsA(5*2*block_size, 5*2*block_size, 1);
dim3 dimsB(5*2*block_size, 5*2*block_size, 1);
Can someone point to me what I am doing wrong. and should I alter something else in this example for it to work properly. Thx!
Edit: like some of you suggested, i changed the timeout value (0 somehow did not work for me, I set the timeout to 60), so my driver does not crash, but I get huge list of errors, like:
... ... ...
Error! Matrix[409598]=6.40005159, ref=6.39999986 error term is > 1e-5
Error! Matrix[409599]=6.40005159, ref=6.39999986 error term is > 1e-5
Does this got something to do with the allocation of the memory. Should I make changes there and what could they be?
Your new problem is actually just the strict tolerances provided in the NVidia example. Your kernel is running correctly. It's just complaining that accumluated error is greater than the limit that they had set for this example. This is just because you're doing a lot more math operations which are all accumulating error. If you look at the numbers it's giving you, you're only off of the reference answer by about 0.00005, which is not unusual after a lot of single-precision floating-point math. The reason you're getting these errors now and not with the default matrix sizes is that the original matricies were smaller and thus required a lot less operations to multiply. Matrix multiplication of N x N matricies requires on the order of N^3 operations, so the number of operations required increases much faster than the size of the matrix and the accumulated error would increase in proportion with the number of operations.
If you look near the end of the runTest() function, there's a call to computeGold() which computes the reference answer on your CPU. There should then be a call to something like shrCompareL2fe that compares the results. The last parameter to this is a tolerance. If you increase the size of this tolerance (say, to 1e-3 or 1e-4 instead of 1e-5,) you should eliminate these error messages. Note that there may be a couple of these calls. The version of the SDK examples that I have has an optional CUBLAS implementation, so it has a comparison for that against the gold, too. The one right after the print statement that says "Comparing CUDA matrixMul & Host results" is the one you'd want to change.
I'd advise looking at the indexing used in the kernel (matrixMulCUDA) a bit closer - it sounds like you're writing to unallocated memory.
More specifically, is the only thing that you changed the dimsA and dimsB variables? Inside the kernel they use the thread and block index to access the data - did you also increase the data size accordingly? There is no bounds checking going on in the kernel, so if you just change the kernel launch configuration, but not the data, then odds are you're writing past your data into some other memory
Have you disabled Timeout Detection and Recovery (TDR) in Windows? It is entirely possible that your code is running fine but that the larger matricies caused the kernel execution to exceed Windows' timeout, which causes Windows to assume the card is locked up, so it resets the card and gives you a message identical to the one you describe. Even if that is not your problem here, you definitely want to disable that before doing any serious CUDA work in Windows. The timeout is quite short by default, since normal graphics rendering should take small fractions of a second per frame.
See this post on the NVidia forums that describes TDR and how to turn it off:
WDDM TDR - NVidia devtalk forum
In particular, you probably want to set the key HKLM\System\CurrentControlSet\Control\GraphicsDrivers\TdrLevel to 0 (Detection Disabled).
Alternatively, you can increase the timeout period by setting
HKLM\System\CurrentControlSet\Control\GraphicsDrivers\TdrDelay. It defaults to 2 and is specified in seconds. Personally, I have found that TDR is always annoying when doing work in CUDA, so I just turn it off entirely. IIRC, you need to restart your system for any TDR-related changes to take effect.

Why does replacing if-else by bit-operation turn out to be slower in CUDA?

I replace
if((nMark >> tempOffset) & 1){nDuplicate++;}
else{nMark = (nMark | (1 << tempOffset));}
with
nDuplicate += ((nMark >> tempOffset) & 1);
nMark = (nMark | (1 << tempOffset));
this replacement turns out to be 5ms slower on GT 520 graphics card.
Could you tell me why? or do you have any idea to help me improve it?
The native instruction set for the GPU deals with small conditions very efficiently via predication. Additionally, the ISET instruction converts a condition code register into an integer with the value 0 or 1, which naturally fits with your conditional increment.
My guess is that the key difference between the first and second formulations is that you've effectively hidden the fact that it's an if/else.
To tell for sure, you can use cuobjdump to look at the microcode generated for the two cases: specify --keep to nvcc and use cuobjdump on the .cubin file to see the disassembled microcode.
Shot in the dark, but you're always incrementing/re-assigning to the nDuplicate variable now in the latter implementation where as you weren't incrementing/assigning to it if the test in the if statement was false previously. Guessing the overhead comes from that, but you don't describe your test data set so I don't know if that was already the case.
Does your program exhibit significant branch divergence? If you're running e.g. 100 warps and only 5 have divergent behavior, and they run in 5 SMs, you would only see 21 time cycles (expecting 20)... a 5% increase that could easily be defeated by doing 2x the work in each thread to avoid rare divergence.
Barring that, the 520 is a fairly modern graphics card, and might incorporate modern SIMT scheduling techniques, e.g. Dynamic Warp Formation and Thread Block Compaction, to hide SIMT stalls. Maybe look into architectural features (specs) or write a simple benchmark to generate n-way branch divergence and measure slowdown?
Barring that, check where your variables live. Does making them shared affect performance/results? Since you always access all variables in the second and the first can avoid accessing nDimension, slow (uncoalesced global?) memory accesses could explain it.
Just some things to think about.
For low-level optimization, it is often helpful to look at the low-level assembly (SASS) of the kernel directly. You can do this with the cuobjdump tool distributed as part of the CUDA Toolkit. Basic usage is to compile with -keep in nvcc then do:
cuobjdump -sass mykernel.cubin
Then you can see the exact sequence of instructions and compare them. I'm not sure why version 1 would be faster than version 2 of the code, but the SASS listings might give you a clue.