Role of Warps in NVIDIA GPU architecture with OpenCL - cuda

I'm studying OpenCL concepts as well as the CUDA architecture for a small project, and there is one thing that is unclear to me: the necessity for Warps.
I know a lot of questions have been asked on this subject, however after having read some articles i still don't get the "meaning" of warps.
As far as I understand (speaking for my GPU card which is a Tesla, but i guess this easily translates to other boards):
A work-item is linked to a CUDA thread, which several of them can be executed by a Streaming Processor (SP). BTW, does a SP treats those WI in parallel?
Work-items are grouped into Work-groups. Work-groups operate on a Stream Multiprocessor and can not migrate. However, work-items in a work-group can collaborate via shared memory (a.k.a local memory). One or more work-groups may be executed by a Stream MultiProcessor. BTW, does a SM treats those WG in parallel?
Work-item are executed in parallel inside a work-group. However, synchronization is NOT guaranteed, that's why you need concurrent programming primitives, such as barriers.
As far as I understand, all of this is rather a logical view than a 'physical', hardware perspective.
If all of the above is correct, can you help me on the following. Is that true to say that:
1 - Warps execute 32 threads or work-items simultaneously. Thus, they will 'consume' parts of a work-group. And that's why in the end you need stuff like memory fences to synchronize work-items in work groups.
2 - The Warp scheduler allocates the registers for the 32 threads of warp when it becomes active.
3 - Also, are executed thread in a warp synchronized at all?
Thanks for any input on Warps, and especially why they are necessary in the CUDA architecture.

My best analogon is that a Warp is the vector that be processed in parallel, not unlike an AVX or SSE vector with an Intel CPU. This makes an SM a 32-length vector processor.
Then, to your questions:
Yes, all 32 elements will be run in parallel. Note that also a GPU puts hyperthreading to the extreme: a workgroup will consist of multiple Warps, which all are run more-or-less in parallel. You will need memory fences to sychronise that all.
Yes, typically all 32 work elements (CUDA: thread) in a Warp will work in parallel. Note that you typically will have multiple regsters per work element.
Not guaranteed, AFAIK.

Related

Is it possible to set a limit on the number of cores to be used in Cuda programming for a given code?

Assume I have Nvidia K40, and for some reason, I want my code only uses portion of the Cuda cores(i.e instead of using all 2880 only use 400 cores for examples), is it possible?is it logical to do this either?
In addition, is there any way to see how many cores are being using by GPU when I run my code? In other words, can we check during execution, how many cores are being used by the code, report likes "task manger" in Windows or top in Linux?
It is possible, but the concept in a way goes against fundamental best practices for cuda. Not to say it couldn't be useful for something. For example if you want to run multiple kernels on the same GPU and for some reason want to allocate some number of Streaming Multiprocessors to each kernel. Maybe this could be beneficial for L1 caching of a kernel that does not have perfect memory access patterns (I still think for 99% of cases manual shared memory methods would be better).
How you could do this, would be to access the ptx identifiers %nsmid and %smid and put a conditional on the original launching of the kernels. You would have to only have 1 block per Streaming Multiprocessor (SM) and then return each kernel based on which kernel you want on which SM's.
I would warn that this method should be reserved for very experienced cuda programmers, and only done as a last resort for performance. Also, as mentioned in my comment, I remember reading that a threadblock could migrate from one SM to another, so behavior would have to be measured before implementation and could be hardware and cuda version dependent. However, since you asked and since I do believe it is possible (though not recommended), here are some resources to accomplish what you mention.
PTS register for SM index and number of SMs...
http://docs.nvidia.com/cuda/parallel-thread-execution/#identifiers
and how to use it in a cuda kernel without writing ptx directly...
https://gist.github.com/allanmac/4751080
Not sure, whether it works with the K40, but for newer Ampere GPUs there is the MIG Multi-Instance-GPU feature to partition GPUs.
https://docs.nvidia.com/datacenter/tesla/mig-user-guide/
I don't know such methods, but would like to get to know.
As to question 2, I suppose sometimes this can be useful. When you have complicated execution graphs, many kernels, some of which can be executed in parallel, you want to load GPU fully, most effectively. But it seems on its own GPU can occupy all SMs with single blocks of one kernel. I.e. if you have a kernel with 30-blocks grid and 30 SMs, this kernel can occupy entire GPU. I believe I saw such effect. Really this kernel will be faster (maybe 1.5x against 4 256-threads blocks per SM), but this will not be effective when you have another work.
GPU can't know whether we are going to run another kernel after this one with 30 blocks or not - whether it will be more effective to spread it onto all SMs or not. So some manual way to say this should exist
As to question 3, I suppose GPU profiling tools should show this, Visual Profiler and newer Parallel Nsight and Nsight Compute. But I didn't try. This will not be Task manager, but a statistics for kernels that were executed by your program instead.
As to possibility to move thread blocks between SMs when necessary,
#ChristianSarofeen, I can't find mentions that this is possible. Quite the countrary,
Each CUDA block is executed by one streaming multiprocessor (SM) and
cannot be migrated to other SMs in GPU (except during preemption,
debugging, or CUDA dynamic parallelism).
https://developer.nvidia.com/blog/cuda-refresher-cuda-programming-model/
Although starting from some architecture there is such thing as preemption. As I remember NVidia advertised it in the following way. Let's say you made a game that run some heavy kernels (say for graphics rendering). And then something unusual happened. You need to execute some not so heavy kernel as fast as possible. With preemption you can unload somehow running kernels and execute this high priority one. This increases execution time (of this high pr. kernel) a lot.
I also found such thing:
CUDA Graphs present a new model for work submission in CUDA. A graph
is a series of operations, such as kernel launches, connected by
dependencies, which is defined separately from its execution. This
allows a graph to be defined once and then launched repeatedly.
Separating out the definition of a graph from its execution enables a
number of optimizations: first, CPU launch costs are reduced compared
to streams, because much of the setup is done in advance; second,
presenting the whole workflow to CUDA enables optimizations which
might not be possible with the piecewise work submission mechanism of
streams.
https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#cuda-graphs
I do not believe kernels invocation take a lot of time (of course in case of a stream of kernels and if you don't await for results in between). If you call several kernels, it seems possible to send all necessary data for all kernels while the first kernel is executing on GPU. So I believe NVidia means that it runs several kernels in parallel and perform some smart load-balancing between SMs.

What's the mechanism of the warps and the banks in CUDA?

I'm a rookie in learning CUDA parallel programming. Now I'm confused in the global memory access of device. It's about the warp model and coalescence.
There are some points:
It's said that threads in one block are split into warps. In each warp there are at most 32 threads. That means all these threads of the same warp will execute simultaneously with the same processor. So what's the senses of half-warp?
When it comes to the shared memory of one block, it would be split into 16 banks. To avoid bank conflicts, multiple threads can READ one bank at the same time rather than write in the same bank. Is this a correct interpretation?
Thanks in advance!
The principal usage of "half-warp" was applied to CUDA processors
prior to the Fermi generation (e.g. the "Tesla" or GT200 generation,
and the original G80/G92 generation). These GPUs were architected
with a SM (streaming multiprocessor -- a HW block inside the GPU)
that had fewer than 32 thread
processors.
The definition of warp was still the same, but the actual HW
execution took place in "half-warps" at a time. Actually the
granular details are more complicated than this, but suffice it to
say that the execution model caused memory requests to be issued
according to the needs of a half-warp, i.e. 16 threads within the warp.
A full warp that hit a memory transaction would thus generate a
total of 2 requests for that transaction.
Fermi and newer GPUs have at least 32 thread processors per
SM.
Therefore a memory transaction is immediately visible across a full
warp. As a result, memory requests are issued at the per-warp
level, rather than per-half-warp. However, a full memory request
can only retrieve 128 bytes at a time. Therefore, for data sizes
larger than 32 bits per thread per transaction, the memory
controller may still break the request down into a half-warp size.
My view is that, especially for a beginner, it's not necessary to
have a detailed understanding of half-warp. It's generally
sufficient to understand that it refers to a group of 16 threads
executing together and it has implications for memory requests.
Shared memory for example on the Fermi-class
GPUs
is broken into 32 banks. On previous
GPUs
it was broken into 16 banks. Bank conflicts occur any time an
individual bank is accessed by more than one thread in the same
memory request (i.e. originating from the same code instruction).
To avoid bank conflicts, basic strategies are very similar to the
strategies for coalescing memory requests, eg. for global memory. On Fermi and newer GPUs, multiple threads can read the same address without causing a bank conflict, but in general the definition of a bank conflict is when multiple threads read from the same bank. For further understanding of shared memory and how to avoid bank conflicts, I would recommend the NVIDIA webinar on this topic.

Concurrent GPU kernel execution from multiple processes

I have an application in which I would like to share a single GPU between multiple processes. That is, each of these processes would create its own CUDA or OpenCL context, targeting the same GPU. According to the Fermi white paper[1], application-level context switching is less then 25 microseconds, but the launches are effectively serialized as they launch on the GPU -- so Fermi wouldn't work well for this. According to the Kepler white paper[2], there is something called Hyper-Q that allows for up to 32 simultaneous connections from multiple CUDA streams, MPI processes, or threads within a process.
My questions: Has anyone tried this on a Kepler GPU and verified that its kernels are run concurrently when scheduled from distinct processes? Is this just a CUDA feature, or can it also be used with OpenCL on Nvidia GPUs? Do AMD's GPUs support something similar?
[1] http://www.nvidia.com/content/PDF/fermi_white_papers/NVIDIA_Fermi_Compute_Architecture_Whitepaper.pdf
[2] http://www.nvidia.com/content/PDF/kepler/NVIDIA-Kepler-GK110-Architecture-Whitepaper.pdf
In response to the first question, NVIDIA has published some hyper-Q results in a blog here. The blog is pointing out that the developers who were porting CP2K were able to get to accelerated results more quickly because hyper-Q allowed them to use the application's MPI structure more or less as-is and run multiple ranks on a single GPU, and get higher effective GPU utilization that way. As mentioned in the comments, this (hyper-Q) feature is only available on K20 processors currently, as it is dependent on the GK110 GPU.
I've run simultaneous kernels from Fermi architecture it works wonderfully and in fact, is often the only way to get high occupancy from your hardware. I used OpenCL and you need to run a separate command queue from a separate cpu thread in order to do this. Hyper-Q is the ability to dispatch new data parallel kernels from within another kernel. This is only on Kepler.

What is the context switching mechanism in GPU?

As I know, GPUs switch between warps to hide the memory latency. But I wonder in which condition, a warp will be switched out? For example, if a warp perform a load, and the data is there in the cache already. So is the warp switched out or continue the next computation? What happens if there are two consecutive adds?
Thanks
First of all, once a thread block is launched on a multiprocessor (SM), all of its warps are resident until they all exit the kernel. Thus a block is not launched until there are sufficient registers for all warps of the block, and until there is enough free shared memory for the block.
So warps are never "switched out" -- there is no inter-warp context switching in the traditional sense of the word, where a context switch requires saving registers to memory and restoring them.
The SM does, however, choose instructions to issue from among all resident warps. In fact, the SM is more likely to issue two instructions in a row from different warps than from the same warp, no matter what type of instruction they are, regardless of how much ILP (instruction-level parallelism) there is. Not doing so would expose the SM to dependency stalls. Even "fast" instructions like adds have a non-zero latency, because the arithmetic pipeline is multiple cycles long. On Fermi, for example, the hardware can issue 2 or more warp-instructions per cycle (peak), and the arithmetic pipeline latency is ~12 cycles. Therefore you need multiple warps in flight just to hide arithmetic latency, not just memory latency.
In general, the details of warp scheduling are architecture dependent, not publicly documented, and pretty much guaranteed to change over time. The CUDA programming model is independent of the scheduling algorithm, and you should not rely on it in your software.

How much is run concurrently on a GPU given its numbers of SM's and SP's?

i am having some troubles understanding threads in NVIDIA gpu architecture with cuda.
please could anybody clarify these info:
an 8800 gpu has 16 SMs with 8 SPs each. so we have 128 SPs.
i was viewing Stanford University's video presentation and it was saying that every SP is capable of running 96 threads concurrently. does this mean that it (SP) can run 96/32=3 warps concurrently?
moreover, since every SP can run 96 threads and we have 8 SPs in every SM. does this mean that every SM can run 96*8=768 threads concurrently?? but if every SM can run a single Block at a time, and the maximum number of threads in a block is 512, so what is the purpose of running 768 threads concurrently and have a max of 512 threads?
a more general question is:how are blocks,threads,and warps distributed to SMs and SPs? i read that every SM gets a single block to execute at a time and threads in a block is divided into warps (32 threads), and SPs execute warps.
You should check out the webinars on the NVIDIA website, you can join a live session or view the pre-recorded sessions. Below is a quick overview, but I strongly recommend you watch the webinars, they will really help as you can see the diagrams and have it explained at the same time.
When you execute a function (a kernel) on a GPU it is executes as a grid of blocks of threads.
A thread is the finest granularity, each thread has a unique identifier within the block (threadIdx) which is used to select which data to operate on. The thread can have a relatively large number of registers and also has a private area of memory known as local memory which is used for register file spilling and any large automatic variables.
A block is a group of threads which execute together in a batch. The main reason for this level of granularity is that threads within a block can cooperate by communicating using the fast shared memory. Each block has a unique identifier (blockIdx) which, in conjunction with the threadIdx, is used to select data.
A grid is a set of blocks which together execute the GPU operation.
That's the logical hierarchy. You really only need to understand the logical hierarchy to implement a function on the GPU, however to get performance you need to understand the hardware too which is SMs and SPs.
A GPU is composed of SMs, and each SM contains a number of SPs. Currently there are 8 SPs per SM and between 1 and 30 SMs per GPU, but really the actual number is not a major concern until you're getting really advanced.
The first point to consider for performance is that of warps. A warp is a set of 32 threads (if you have 128 threads in a block (for example) then threads 0-31 will be in one warp, 32-63 in the next and so on. Warps are very important for a few reasons, the most important being:
Threads within a warp are bound together, if one thread within a warp goes down the 'if' side of a if-else block and the others go down the 'else', then actually all 32 threads will go down both sides. Functionally there is no problem, those threads which should not have taken the branch are disabled so you will always get the correct result, but if both sides are long then the performance penalty is important.
Threads within a warp (actually a half-warp, but if you get it right for warps then you're safe on the next generation too) fetch data from the memory together, so if you can ensure that all threads fetch data within the same 'segment' then you will only pay one memory transaction and if they all fetch from random addresses then you will pay 32 memory transactions. See the Advanced CUDA C presentation for details on this, but only when you are ready!
Threads within a warp (again half-warp on current GPUs) access shared memory together and if you're not careful you will have 'bank conflicts' where the threads have to queue up behind each other to access the memories.
So having understood what a warp is, the final point is how the blocks and grid are mapped onto the GPU.
Each block will start on one SM and will remain there until it has completed. As soon as it has completed it will retire and another block can be launched on the SM. It's this dynamic scheduling that gives the GPUs the scalability - if you have one SM then all blocks run on the same SM on one big queue, if you have 30 SMs then the blocks will be scheduled across the SMs dynamically. So you should ensure that when you launch a GPU function your grid is composed of a large number of blocks (at least hundreds) to ensure it scales across any GPU.
The final point to make is that an SM can execute more than one block at any given time. This explains why a SM can handle 768 threads (or more in some GPUs) while a block is only up to 512 threads (currently). Essentially, if the SM has the resources available (registers and shared memory) then it will take on additional blocks (up to 8). The Occupancy Calculator spreadsheet (included with the SDK) will help you determine how many blocks can execute at any moment.
Sorry for the brain dump, watch the webinars - it'll be easier!
It's a little confusing at first, but it helps to know that each SP does something like 4 way SMT - it cycles through 4 threads, issuing one instruction per clock, with a 4 cycle latency on each instruction. So that's how you get 32 threads per warp running on 8 SPs.
Rather than go through all the rest of the stuff with warps, blocks, threads, etc, I'll refer you to the nVidia CUDA Forums, where this kind of question crops up regularly and there are already some good explanations.