Slow sorting using Thrust, CUDA - sorting

I am a newbie to CUDA. I simply tried to sort an array using Thrust.
clock_t start_time = clock();
thrust::host_vector<int> h_vec(10);
thrust::generate(h_vec.begin(), h_vec.end(), rand);
thrust::device_vector<int> d_vec = h_vec;
thrust::sort(d_vec.begin(), d_vec.end());
//thrust::sort(h_vec.begin(), h_vec.end());
clock_t stop_time = clock();
printf("%f\n", (double)(stop_time - start_time) / CLOCKS_PER_SEC);
Time took to sort d_vec is 7.4s, and time took to sort h_vec is 0.4s
I am assuming its parallel computation on device memory, so shouldn't it be faster ?

Probably the main problem is context creation time: the first CUDA call will initialize the CUDA context which takes some time, see here. Therefore you should start measuring time only after the first CUDA call.
In general you can only expect speed-up with GPU code compared to CPU code if the degree of parallelism is high enough. The vector size of 10 as in the example code is definitely too small to achieve speed-up. With a vector size >> 10000 you can expect to fully utilize a modern GPU.
You should also think about measuring only the time for sorting without the copy d_vec = h_vec, since often you will work with the device vector in the next step. Then you can consider the copy operation as a one time setup cost. (However if sorting is the only operation on device it is of course reasonable to include the memcopy in the measurement.)

Related

How to properly implement waiting of async computations?

i have some little trouble and i am asking for hint. I am on Windows platform, doing calculations in a following manner:
int input = 0;
int output; // junk bytes here
while(true) {
async_enqueue_upload(input); // completes instantly, but transfer will take 10us
async_enqueue_calculate(); // completes instantly, but computation will take 80us
async_enqueue_download(output); // completes instantly, but transfer will take 10us
sync_wait_finish(); // must wait while output is fully calculated, and there is no junk
input = process(output); // i cannot launch next step without doing it on the host.
}
I am asking about wait_finish() thing. I must wait all devices to finish, to combine all results and somehow process the data and upload a new portion, that is based on a previous computation step. I need to sync data in between each step, so i can't parallelize steps. I know, this is not quite performant case. So lets proceed to question.
I have 2 ways of checking completion, within wait_finish(). First is to put thread to sleep until it wakes up by completion event:
while( !is_completed() )
Sleep(1);
It has very low performance, because actual calculation, to say, takes 100us, and minimal Windows sheduler timestep is 1ms, so it gives unsuitable 10x lower performance.
Second way is to check completion in empty infinite loop:
while( !is_completed() )
{} // do_nothing();
It has 10x good computation performance. But it is also unsuitable solution, because it makes full cpu core utilisation usage, with absolutely useless work. How to make cpu "sleep" exactly time i needed? (Each step has equal amount of work)
How this case is usually solved, when amount of calculation time is too big for active spin-wait, but is too small compared to sheduler timestep? Also related subquestion - how to do that on linux?
Fortunately, i have succeeded in finding answer on my own. In short words - i should use linux for that.
And my investigation shows following. On windows there is hidden function in ntdll, NtDelayExecution(). It is not exposed through SDK, but can be loaded in a following manner:
static int(__stdcall *NtDelayExecution)(BOOL Alertable, PLARGE_INTEGER DelayInterval) = (int(__stdcall*)(BOOL, PLARGE_INTEGER)) GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "NtDelayExecution");
It allows to set sleep intervals in 100ns periods. However, even that not worked well, as shown in a following benchmark:
SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS); // requires Admin privellegies
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
uint64_t hpf = qpf(); // QueryPerformanceFrequency()
uint64_t s0 = qpc(); // QueryPerformanceCounter()
uint64_t n = 0;
while (1) {
sleep_precise(1); // NtDelayExecution(-1); waits one 100-nanosecond interval
auto s1 = qpc();
n++;
auto passed = s1 - s0;
if (passed >= hpf) {
std::cout << "freq=" << (n * hpf / passed) << " hz\n";
s0 = s1;
n = 0;
}
}
That yields something less than just 2000 hz loop rate, and result varies from string to string. That led me towards windows thread switching sheduler, which is totally not suited for real time tasks. And its minimum interval of 0.5ms (+overhead). Btw, does anyone knows on how to tune that value?
And next was linux question, and what does it can? So i've built custom tiny kernel 4.14 with means of buildroot, and tested that benchmark code there. I replaced qpc() to return clock_gettime() data, with CLOCK_MONOTONIC clock, and qpf() just returns number of nanoseconds in a second and sleep_precise() just called clock_nanosleep(). I was failed to find out what is the difference between CLOCK_MONOTONIC and CLOCK_REALTIME.
And i was quite surprised, getting whooping 18.4khz frequency just out of the box, and that was quite stable. While i tested several intervals, i found that i can set the loop to almost any frequency up to 18.4khz, but also that actual measured wait time results differs to 1.6 times of what i asked. For example if i ask to sleep 100 us it actually sleeps for ~160 us, giving ~6.25 khz frequency. Nothing else is going on the system, just kernel, busybox and this test. I am not an experience linux user, and i am still wondering how can i tune this to be more real-time and deterministic. Can i push that frequency maximum even more?

Parallel computing and Julia

I have some performance problems with parallel computing in Julia. I am new in both, Julia and parallel calculations.
In order to learn, I parallelized a code that should benefits from parallelization, but it does not.
The program estimates the mean of the mean of the components of arrays whose elements were chosen randomly with an uniform distribution.
Serial version
tic()
function mean_estimate(N::Int)
iter = 100000*2
p = 5000
vec_mean = zeros(iter)
for i = 1:iter
vec_mean[i] = mean( rand(p) )
end
return mean(vec_mean)
end
a = mean_estimate(0)
toc()
println("The mean is: ", a)
Parallelized version
addprocs(CPU_CORES - 1)
println("CPU cores ", CPU_CORES)
tic()
#everywhere function mean_estimate(N::Int)
iter = 100000
p = 5000
vec_mean = zeros(iter)
for i = 1:iter
vec_mean[i] = mean( rand(p) )
end
return mean(vec_mean)
end
the_mean = mean(vcat(pmap(mean_estimate,[1,2])...))
toc()
println("The mean is: ", the_mean)
Notes:
The factor 2 in the fourth line of the serial code is because I tried the code in a PC with two cores.
I checked the usage of the two cores with htop, and it seems to be ok.
The outputs I get are:
me#pentium-ws:~/average$ time julia serial.jl
elapsed time: 2.68671022 seconds
The mean is: 0.49999736055814215
real 0m2.961s
user 0m2.928s
sys 0m0.116s
and
me#pentium-ws:~/average$ time julia -p 2 parallel.jl
CPU cores 2
elapsed time: 2.890163089 seconds
The mean is: 0.5000104221069994
real 0m7.576s
user 0m11.744s
sys 0m0.308s
I've noticed that the serial version is slightly faster than the parallelized one for the timed part of the code. Also, that there is large difference in the total execution time.
Questions
Why is the parallelized version slower? (what I am doing wrong?)
Which is the right way to parallelize this program?
Note: I use pmap with vcat because I wish to try with the median too.
Thanks for your help
EDIT
I measured times as #HighPerformanceMark suggested. The tic()/toc() times are the following. The iteration number is 2E6 for every case.
Array Size Single thread Parallel Ratio
5000 2.69 2.89 1.07
100 000 488.77 346.00 0.71
1000 000 4776.58 4438.09 0.93
I am puzzled about why there is not clear trend with array size.
You should pay prime attention to suggestions in the comments.
As #ChrisRackauckas points out, type instability is a common stumbling block for performant Julia code. If you want highly performant code, then make sure that your functions are type-stable. Consider annotating the return type of the function pmap and/or vcat, e.g. f(pids::Vector{Int}) = mean(vcat(pmap(mean_estimate, pids))) :: Float64 or something similar, since pmap does not strongly type its output. Another strategy is to roll your own parallel scheduler. You can use pmap source code as a springboard (see code here).
Furthermore, as #AlexMorley commented, you are confounding your performance measurements by including compilation times. Normally performance of a function f() is measured in Julia by running it twice and measuring only the second run. In the first run, the JIT compiler compiles f() before running it, while the second run uses the compiled function. Compilation incurs a (unwanted) performance cost, so timing the second run avoid measuring the compilation.
If possible, preallocate all outputs. In your code, you have set each worker to allocate its own zeros(iter) and its own rand(p). This can have dramatic performance consequences. A sketch of your code:
# code mean_estimate as two functions
f(p::Int) = mean(rand(p))
function g(iter::Int, p::Int)
vec_mean = zeros(iter)
for i in eachindex(vec_mean)
vec_mean[i] = f(p)
end
return mean(vec_mean)
end
# run twice, time on second run to get compute time
g(200000, 5000)
#time g(200000, 5000)
### output on my machine
# 2.792953 seconds (600.01 k allocations: 7.470 GB, 24.65% gc time)
# 0.4999951853035917
The #time macro is alerting you that the garbage collector is cleaning up a lot of allocated memory during execution, several gigabytes in fact. This kills performance. Memory allocations may be overshadowing any distinction between your serial and parallel compute times.
Lastly, remember that parallel computing incurs overhead from scheduling and managing individual workers. Your workers are computing the mean of the means of many random vectors of length 5000. But you could succinctly compute the mean (or median) of, say, 5M entries with
x = rand(5_000_000)
mean(x)
#time mean(x) # 0.002854 seconds (5 allocations: 176 bytes)
so it is unclear how your parallel computing scheme improves upon serial performance. Parallel computing generally provides the best help when your arrays are truly beefy or your calculations are arithmetically intense, and vector means probably do not fall in that domain.
One last note: you may want to peek at SharedArrays, which distribute arrays over several workers with a common memory pool, or the experimental multithreading facilities in Julia. You may find those parallel frameworks more intuitive than pmap.

Measuring accurate GPU computation time

I'm working on a code in which I have to perform a vector-matrix multiplication on a chunk of data, copying the results back to CPU and then start multiplying another chunk. I perform the vector to matrix multiplication using cublas library (following code).
clock_t a,b;
a = clock();
for(int i=0;i<n;i++)
{
cublasSgemv(handle,CUBLAS_OP_T,m,k,&alpha, dev_b1+((i+1)*m), m, dev_b1+(i*m),1, &beta,out,1);
out+=(n-(i+1));
cudaMemcpy(b3,dev_b3, sizeof(float)*(cor_size), cudaMemcpyDeviceToHost);
}
b = clock();
cout<<"Running time is: "<<(double)(b-a)/clocks_per_sec;
I have to measure the running time of this for loop. I read something about CudaEvent but in my case, I want to measure the time of total loop not a kernel so I used clock function. I am wondering is this a correct way to measure the time for this chunk of code or there are more accurate ways to do that?
I know that for measuring elapsed time we have to repeat running the code multiple times and take the average of elapsed times of all runs, so another question is that is there any trade-off for the number of times that running code should be repeated?
Thanks
cudaMemcpy synchronizes host and device, so a CPU timer such as clock_t should give results that are identical with those produced by a CUDA timer, making the necessary allowances for the granularity/resolution of clock_t.
As regards the accuracy of the measurements is concerned, from what I have seen, the first iteration timings could be disregarded in the calculations. Subsequent timing measurements should yield numbers depending on factors such as load imbalance in the algorithm being run, which might decide on whether we get the same numbers at every iteration. I would reckon that that would not be an issue here, with Sgemm.
You can still use CUDA events to measure the entire loop runtime, by recording two events (one before starting the loop, one after the end, i.e. in the positions where you are currently using clock()), synchronizing on the second event and then getting the elapsed time using cudaEventElapsedTime(). This should have the advantage of being more accurate than clock().

RenderScript GPU performance not on par with device GFLOPS?

As a test, I am trying to crunch as much GFLOPS from the GPU as possible, just to see how far we can go with compute via RenderScript.
For this I use a GPU-cache-friendly kernel that will (hopefully) not be bounded on memory access for testing purposes:
#pragma rs_fp_relaxed
rs_allocation input;
float __attribute__((kernel)) compute(float in, int x)
{
float sum = 0;
if (x < 64) return 0;
for (int i = 0; i < 64; i++) {
sum += rsGetElementAt_float(input, x - i);
}
return sum;
}
On the Java side I just call the kernel a couple of times:
for (int i = 0; i < 1024; i++) {
m_script.forEach_compute(m_inAllocation, m_outAllocation);
}
With allocation sizes of 1M floats this maxes around 1-2 GFLOPS on a GPU that should max around 100 GFLOPS (Snapdragon 600, APQ8064AB), that is 50x - 100x less compute performance !.
I have tried unrolling the loop (10% difference), using larger or smaller sums (<5% diff), different allocation sizes (<5% diff), 1D or 2D allocations (no diff), but come nowhere near the amount of GFLOPS that should be possible on the device. I even am thinking that the entire kernel is only running on the CPUs.
In similar sense, looking at the results of an RenderScript benchmark application (https://compubench.com/result.jsp?benchmark=compu20, the top of the line devices only achieve around 60M pixels/s on a Gaussian blur. A 5x5 blur in naive (non-seperable) implementation takes around 50 FLOPS/pixel, resulting in 3 GFLOPS as opposed to the 300 GFLOPS these GPUs have.
Any thoughts?
(see e.g. http://kyokojap.myweb.hinet.net/gpu_gflops/ for an overview of device capabilities)
EDIT:
Using the OpenCL libs that are available on the device (Samsung S4, 4.4.2) I have rewritten the RenderScript test program to OpenCL and run it via the NDK. With basically the same setup (1M float buffers and running the kernel 1024 times) I can now get around 25 GFLOPS, that is 10x the RenderScript performance, and 4x from the theoretical device maximum.
For RenderScript there is no way of knowing if a kernel is running on the GPU. So:
if the RenderScript kernel does run on the GPU, why is it so slow?
if the kernel is not running on the GPU, which devices do run RenderScript on the GPU (aside from most probably the Nexus line)?
Thanks.
What device are you using? Not all devices are shipping with GPU drivers yet.
Also, that kernel will be memory bound, since you've got a 1:1 arithmetic to load ratio.

Why is this simple OpenCL kernel running so slowly?

I'm looking into OpenCL, and I'm a little confused why this kernel is running so slowly, compared to how I would expect it to run. Here's the kernel:
__kernel void copy(
const __global char* pSrc,
__global __write_only char* pDst,
int length)
{
const int tid = get_global_id(0);
if(tid < length) {
pDst[tid] = pSrc[tid];
}
}
I've created the buffers in the following way:
char* out = new char[2048*2048];
cl::Buffer(
context,
CL_MEM_USE_HOST_PTR | CL_MEM_WRITE_ONLY,
length,
out);
Ditto for the input buffer, except that I've initialized the in pointer to random values. Finally, I run the kernel this way:
cl::Event event;
queue.enqueueNDRangeKernel(
kernel,
cl::NullRange,
cl::NDRange(length),
cl::NDRange(1),
NULL,
&event);
event.wait();
On average, the time is around 75 milliseconds, as calculated by:
cl_ulong startTime = event.getProfilingInfo<CL_PROFILING_COMMAND_START>();
cl_ulong endTime = event.getProfilingInfo<CL_PROFILING_COMMAND_END>();
std::cout << (endTime - startTime) * SECONDS_PER_NANO / SECONDS_PER_MILLI << "\n";
I'm running Windows 7, with an Intel i5-3450 chip (Sandy Bridge architecture). For comparison, the "direct" way of doing the copy takes less than 5 milliseconds. I don't think the event.getProfilingInfo includes the communication time between the host and device. Thoughts?
EDIT:
At the suggestion of ananthonline, I changed the kernel to use float4s instead of chars, and that dropped the average run time to about 50 millis. Still not as fast as I would have hoped, but an improvement. Thanks ananthonline!
I think your main problem is the 2048*2048 work groups you are using. The opencl drivers on your system have to manage a lot more overhead if you have this many single-item work groups. This would be especially bad if you were to execute this program using a gpu, because you would get a very low level of saturation of the hardware.
Optimization: call your kernel with larger work groups. You don't even have to change your existing kernel. see question: What should this size be? I have used 64 below as an example. 64 happens to be a decent number on most hardware.
cl::size_t myOptimalGroupSize = 64;
cl::Event event;
queue.enqueueNDRangeKernel(
kernel,
cl::NullRange,
cl::NDRange(length),
cl::NDRange(myOptimalGroupSize),
NULL,
&event);
event.wait();
You should also get your kernel to do more than copy a single value. I have given an answer to a similar question about global memory over here.
CPUs are very different from GPUs. Running this on an x86 CPU, the best way to achieve decent performance would be to use double16 (the largest data type) instead of char or float4 (as suggested by someone else).
In my little experience with OpenCL on CPU, I have never reached performance levels that I could get with an OpenMP parallelization.
The best way to do a copy in parallel with a CPU would be to divide the block to copy into a small number of large sub-block, and let each thread copy a sub-block.
The GPU approach is orthogonal: each thread participates in the copy of the same block.
This is because on GPUs, different thread can access contiguous memory regions efficicently (coalescing).
To do an efficient copy on CPU with OpenCL, use a loop inside your kernel to copy contiguous data. And then use a workgroup size not larger than the number of available cores.
I believe it is the cl::NDRange(1) which is telling the runtime to use single item work groups. This is not efficient. In the C API you can pass NULL for this to leave the work group size up to the runtime; there should be a way to do that in the C++ API as well (perhaps also just NULL). This should be faster on the CPU; it certainly will be on a GPU.

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