cuFFT batched vs single transformss - openacc

NVIDIA cuda documentation for cuFFT says "These batched transforms have higher performance than single transforms"
(Read more at: http://docs.nvidia.com/cuda/cufft/index.html#ixzz57haP0Mtz
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But does not show anything quantitative. any information about how much the speed up would be ? from a single transform I mean inside a for loop.

Speedup will depend on the size of the matrices, the number of batches, and the targeted hardware (also the CUDA Toolkit version). If you have a large batch of small matrices you would see more of a speedup than otherwise. Part of the speedup is avoiding the launch overhead, so for matrix sizes that are large enough that the launch overhead is small compared to kernel execution, you won’t see as much speedup. I believe for very small matrices they can pack several batches together and use the more (memory) efficient device functions.
I'm asking around to see if there are any white papers or other published reports. So far I haven't found any.

Related

Julia parallel speedup performance for large scale computations

General context:
I have developed a fairly large Navier-Stokes (finite difference) solver written in FORTRAN90. It has adaptive grids (hence load-balance issue), and I have tried various techniques (MPI, OpenMP & OpenMP-MPI hyrbid) to parallelize it. However, it does not scale good enough i.e. according to Amdahl's law it runs 96-97% of the computations in parallel. Also, the general size of the mesh is a couple of hundred million points, which would require to increase later in the future.
Query:
Now, I am thinking of switching to Julia, since it has become very tedious to maintain and add further functionalities to the existing code.
The problem is that I am unable to find a good answer about the parallel performance of Julia. I have searched on the internet as well as have watched a lot of youtube videos. What I have noticed is that most people say that Julia is very much suitable for the parallel computing, some even provide a bar chart showing the reduction in the elapsed time compared to the serial code. However, some of the answers/videos are quite old, which make them a little unreliable due to the growing nature of this new language.
Therefore, I would like to know if the language has the ability to scale even for a few thousand cores?
Extra information:
I am still trying hard to improve the speedup of my existing code to achieve almost linear performance for a couple of thousand cores. The solver needs to exchange overlapping points 3-4 times per timestep. Hence, it involves a huge communication overhead. However, the non-adaptive grid version of the code easily scales up to 20k cores.
I have also read somewhere that Julia does not use InfiniBand standard for data communication in parallel.
The following paper has scaling results for pde constrained parameter estimation problems but not up to anywhere near the number of cores you seem to be interested in: https://arxiv.org/abs/1606.07399. I haven't seen any examples going up to thousands of cores.
Re infiniband: By default Julia uses shared memory for communication within a node and TCP/IP across nodes, so by default infiniband is not supported. However, the language allows for the implementation of custom transports and I imagine someone will add infiniband support at some point but I couldn't find any implementations with a quick google search.

How to select the most powerful OpenCL device?

My computer has both an Intel GPU and an NVIDIA GPU. The latter is much more powerful and is my preferred device when performing heavy tasks. I need a way to programmatically determine which one of the devices to use.
I'm aware of the fact that it is hard to know which device is best suited for a particular task. What I need is to (programmatically) make a qualified guess using the variables listed below.
How would you rank these two devices? Intel HD Graphics 4400 to the left, GeForce GT 750M to the right.
GlobalMemoryCacheLineSize 64 vs 128
GlobalMemoryCacheSize 2097152 vs 32768
GlobalMemorySize 1837105152 vs 4294967296
HostUnifiedMemory true vs false
Image2DMaxHeight 16384 vs 32768
Image2DMaxWidth 16384 vs 32768
Image3DMaxDepth 2048 vs 4096
Image3DMaxHeight 2048 vs 4096
Image3DMaxWidth 2048 vs 4096
LocalMemorySize 65536 vs 49152
MaxClockFrequency 400 vs 1085
MaxComputeUnits 20 vs 2
MaxConstantArguments 8 vs 9
MaxMemoryAllocationSize 459276288 vs 1073741824
MaxParameterSize 1024 vs 4352
MaxReadImageArguments 128 vs 256
MaxSamplers 16 vs 32
MaxWorkGroupSize 512 vs 1024
MaxWorkItemSizes [512, 512, 512] vs [1024, 1024, 64]
MaxWriteImageArguments 8 vs 16
MemoryBaseAddressAlignment 1024 vs 4096
OpenCLCVersion 1.2 vs 1.1
ProfilingTimerResolution 80 vs 1000
VendorId 32902 vs 4318
Obviously, there are hundreds of other devices to consider. I need a general formula!
You can not have a simple formula to calculate an index from that parameters.
Explanation
First of all let me assume you can trust collected data, of course if you read 2 for MaxComputeUnits but in reality it's 80 then there is nothing you can do (unless you have your own database of cards with all their specifications).
How can you guess if you do not know task you have to perform? It may be something highly parallel (then more units may be better) or a raw brute calculation (then higher clock frequency or bigger cache may be better). As for normal CPU number of threads isn't the only factor you have to consider for parallel tasks. Just to mention few things you have to consider:
Cache: how much local data each task works with?
Memory: shared with CPU? How many concurrent accesses compared to parallel tasks?
Instruction set: do you need something specific that increases speed even if other parameters aren't so good?
Misc stuff: do you have some specific requirement, for example size of something that must be supported and a fallback method makes everything terribly slow?
To make it short: you can not calculate an index in a reliable way because factors are too many and they're strongly correlated (for example high parallelism may be slowed by small cache or slow memory access but a specific instruction, if supported, may give you great performance even if all other parameters are poor).
One Possible Solution
If you need a raw comparison you may even simply do MaxComputeUnits * MaxClockFrequency (and it may even be enough for many applications) but if you need a more accurate index then don't think it'll be an easy task and you'll get a general purpose formula like (a + b / 2)^2, it's not and results will be very specific to task you have to accomplish.
Write a small test (as much similar as possible to what your task is, take a look to this post on SO) and run it with many cards, with a big enough statistic you may extrapolate an index from an unknown set of parameters. Algorithms can become pretty complex and there is a vast literature about this topic so I won't even try to repeat them here. I would start with Wikipedia article as summary to other more specific papers. If you need an example of what you have to do you may read Exploring the Multiple-GPU Design Space.
Remember that more variables you add to your study more results quality will be unstable, less parameters you use less results will be accurate. To better support extrapolation:
After you collected enough data you should first select and reduce variables with some pre-analysis to a subset of them including only what influences more your benchmark results (for example MaxGroupSize may not be so relevant). This phase is really important and decisions should be made with statistic tools (you may for example calculate p-value).
Some parameters may have a great variability (memory size, number of units) but analysis would be easier with less values (for example [0..5) units, [5..10) units, [10..*) units). You should then partition data (watching their distribution). Different partitions may lead to very different results so you should try different combinations.
There are many other things to consider, a good book about data mining would help you more than 1000 words written here.
As #Adriano as pointed out, there are many things to take into considerations...too many things.
But I can think of few things (and easier things that could be done) to help you out (not to completely solve your problem) :
OCL Version
First thing first, which version of OCL do you need (not really related to performance). But if you use some feature of OCL 1.2...well problem solved
Memory or computation bound
You can usually (and crudely) categorized your algorithms in one of these two categories: memory bounded or computation bounded. In the case it's memory bound (with a lot of transfers between host and device) probably the most interesting info would be the device with Host Unified Memory. If not, the most powerful processors most probably would be more interesting.
Rough benchmark
But most probably it wouldn't be as easy to choose in which category put your application.
In that case you could make a small benchmark. Roughly, this benchmark would test different size of data (if your app has to deal with that) on dummy computations which would more or less match the amount of computations your application requires (estimated by you after you completed the development of your kernels). You could log the point where the amount of data is so big that it cancels the device most powerful but connected via PCIe.
GPU Occupancy
Another very important thing when programming on GPUs is the GPU occupancy. The higher, the best. NVIDIA provides an Excel file that calculates the occupancy based on some input. Based on these concepts, you could more or less reproduce the calculation of the occupancy (some adjustment will most probably needed for other vendors) for both GPUs and choose the one with the highest.
Of course, you need to know the values of these inputs. Some of them are based on your code, so you can calculate them before hands. Some of them are linked to the specs of the GPU. You can query some of them as you already did, for some others you might need to hardcode the values in some files after some googling (but at least you don't need to have these GPUs at hands to test on them). Last but not least, don't forget that OCL provides the clGetKernelWorkGroupInfo() which can provide you some info such as the amount of local or private memory needed by a specific kernel.
Regarding the info about the local memory please note that remark from the standard:
If the local memory size, for any pointer argument to the kernel
declared with the __local address qualifier, is not specified, its
size is assumed to be 0.
So, it means that this info could be useless if you have first to dynamically compute the size from the host side. A work-around for that could be to use the fact that the kernels are compiled in JIT. The idea here would be to use the preprocessor option -D when calling clBuildProgram() as I explained here. This would give you something like:
#define SIZE
__mykernel(args){
local myLocalMem[SIZE];
....
}
And what if the easier was:
After all the blabla. I'm guessing that you worry about this because you might want to ship your application to some users without knowing what hardware they have. Would it be very inconvenient (at install time or maybe after by providing them a command or a button) to simply run you application with dummy generated data to measure which device performed better and simply log it in a config file?
Or maybe:
Sometime, depending on you specific problem (that could not involve to many syncs) you don't have to choose. Sometime, you could just simply split the work between the two devices and use both...
Why guess? Choose dynamically on your hardware of the day: Take the code you wish to run on the "best" GPU and run it, on a small amount of sample data, on each available GPU. Whichever finishes first: use it for the rest of your calculations.
I'm loving all of the solutions so far. If it is important to make the best device selection automatically, that's how to do it (weight the values based on your usage needs and take the highest score).
Alternatively, and much simpler, is to just take the first GPU device, but also have a way for the user to see the list of compatible devices and change it (either right away or on the next run).
This alternative is reasonable because most systems only have one GPU.

Eigen parallel performance drops when matrix exceds 512x512

I benchmarked Eigen SGEMM operation using one thread and using 8 threads and what I got was that the performance peaked at 512x512 but then droped when exceding that size. I was wondering if there was any specific reason for this perhaps something with complexety of the larger matrix's? I looked at the benchmark on the website of Eigen for matrix-matrix operations but didn't see anything similar.
At 512x512 I got like 4x faster in parallel. But in 4096x4096 I got barely 2x faster. I am using openMP for parallelism and to down it to one thread I set num_of_threads to two.
Your results suggest that this algorithm is primarily memory bandwidth bound at large matrix size. 4Kx4K matrix (float?) exceeds cache size of any CPU available to mere mortals, while 512x512 will comfortably fit into L3 cache on most modern CPUs.
I ran a few tests on matrix multiplication using several BLAS implementations including Eigen. I've posted the results here. You might find it useful.

parallel processing multiple evaluations of a sequential task on a large data set -- a task for GPU computing?

I am working on some signal processing code in SciPy, and am now trying to use a numerical optimizer to tune it. Unfortunately, as these things go, it is turning out to be quite a slow process.
The operations I must perform for this optimization are the following:
Load a large 1-d data file (~ 120000 points)
Run optimizer, which:
Executes a signal processing operation, does not modify original data, produces 120000 new data points.
Examines difference between original signal and new signal using various operations,
One of which includes FFT-based convolution
Generates a single "error" value to summarise the result -- this is what should be minimized
Looks at error and re-runs operation with different parameters
The signal processing and error functions take under 3 seconds, but unfortunately doing it 50,000 times takes much longer. I am experimenting with various more efficient optimisation algorithms, but no matter what it's going to take thousands of iterations.
I have parallelised a couple of the optimisers I'm trying using CPU threads, which wasn't too difficult since the optimiser can easily perform several scheduled runs at once on separate threads using ThreadPool.map.
But this is only about a 2x speed-up on my laptop, or maybe 8x on a multicore computer. My question is, is this an application for which I could make use of GPU processing? I have already translated some parts of the code to C, and I could imagine using OpenCL to create a function from an array of parameters to an array of error values, and running this hundreds of times at once. -- Even if it performs the sequential processing part slowly, getting all the results in one shot would be amazing.
However, my guess is that the memory requirements (loading up a large file and producing a temporary one of equal size to generate every data point) would make it difficult to run the whole algorithm in an OpenCL kernel. I don't have much experience with GPU processing and writing CUDA/OpenCL code, so I don't want to set about learning the ins and outs if there is no hope in making it work.
Any advice?
Do you need to produce all 120,000 new points before analysing the difference? Could you calculate the new point, then decide for that point if you are converging?
How big are the points? A $50 graphics card today has 1Gb of memory - should be plenty for 120K points. I'm not as familiar with openCL as Cuda but there may also be limits on how much of this is texture memory vs general memory etc.
edit: More familiar with CUDA than OpenCL but this probably applies to both.
The memory on GPUs is a bit more complex but very flexible, you have texture memory that can be read by the GPU kernel and has some very clever cache features to make access to values in a 2d and 3d arrays very fast. There is openGL memory that you can write to for display and there is a limited (16-64k ?) cache per thread
Although transfers from main memory to the GPU are relatively slow ( few GB/s) the internal memory bus on the graphics card is 20x as fast as this

Drawing triangles with CUDA

I'm writing my own graphics library (yep, its homework:) and use cuda to do all rendering and calculations fast.
I have problem with drawing filled triangles. I wrote it such a way that one process draw one triangle. It works pretty fine when there are a lot of small triangles on the scene, but it breaks performance totally when triangles are big.
My idea is to do two passes. In first calculate only tab with information about scanlines (draw from here to there). This would be triangle per process calculation like in current algorithm. And in second pass really draw the scanlines with more than one process per triangle.
But will it be fast enough? Maybe there is some better solution?
You can check this blog: A Software Rendering Pipeline in CUDA. I don't think that's the optimal way to do it, but at least the author shares some useful sources.
Second, read this paper: A Programmable, Parallel Rendering Architecture. I think it's one of the most recent paper and it's also CUDA based.
If I had to do this, I would go with a Data-Parallel Rasterization Pipeline like in Larrabee (which is TBR) or even REYES and adapt it to CUDA:
http://www.ddj.com/architect/217200602
http://home.comcast.net/~tom_forsyth/larrabee/Standford%20Forsyth%20Larrabee%202010.zip (see the second part of the presentation)
http://graphics.stanford.edu/papers/mprast/
I suspect that you have some misconceptions about CUDA and how to use it, especially since you refer to a "process" when, in CUDA terminology, there is no such thing.
For most CUDA applications, there are two important things to getting good performance: optimizing memory access and making sure each 'active' CUDA thread in a warp performs the same operation at the same time as otehr active threads in the warp. Both of these sound like they are important for your application.
To optimize your memory access, you want to make sure that your reads from global memory and your writes to global memory are coalesced. You can read more about this in the CUDA programming guide, but it essentially means, adjacent threads in a half warp must read from or write to adjacent memory locations. Also, each thread should read or write 4, 8 or 16 bytes at a time.
If your memory access pattern is random, then you might need to consider using texture memory. When you need to refer to memory that has been read by other threads in a block, then you should make use of shared memory.
In your case, I'm not sure what your input data is, but you should at least make sure that your writes are coalesced. You will probably have to invest some non-trivial amount of effort to get your reads to work efficiently.
For the second part, I would recommend that each CUDA thread process one pixel in your output image. With this strategy, you should watch out for loops in your kernels that will execute longer or shorter depending on the per-thread data. Each thread in your warps should perform the same number of steps in the same order. The only exception to this is that there is no real performance penalty for having some threads in a warp perform no operation while the remaining threads perform the same operation together.
Thus, I would recommend having each thread check if its pixel is inside a given triangle. If not, it should do nothing. If it is, it should compute the output color for that pixel.
Also, I'd strongly recommend reading more about CUDA as it seems like you are jumping into the deep end without having a good understanding of some of the basic fundamentals.
Not to be rude, but isn't this what graphics cards are designed to do anyway? Seems like using the standard OpenGL and Direct3D APIs would make more sense.
Why not use the APIs to do your basic rendering, rather than CUDA, which is much lower-level? Then, if you wish to do additional operations that are not supported, you can use CUDA to apply them on top. Or maybe implement them as shaders.

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