Optimising Matrix Multiplication OpenCL - Purpose: learn how to manage memory - matrix

I'm new to OpenCL and trying to understand how to optimise matrix multiplication to become familiar with the various paradigms. Here's the current code.
If I'm multipliying matrices A and B. I allocate a row of A in private memory to start with (because each work item uses it), and a column of B in local memory (because each work group uses it).
1) the code is currently incorrect, unfortunately I'm struggling on how to use local work ids to get the correct code, but I can't find my mistake? I'm basing myself on http://www.cs.bris.ac.uk/home/simonm/workshops/OpenCL_lecture3.pdf but (slide 27) it seems that this is wrong as they don't make use of loc_size in their internal loop)
2) Are there any other optimisations you would suggest with this code?
__kernel void mmul(
__global int* C,
__global int* A,
__global int* B,
const int rA,
const int rB,
const int cC,
__local char* local_mem)
{
int k,ty;
int tx = get_global_id(0);
int loctx = get_local_id(0);
int loc_size = get_local_size(0);
int value = 0 ;
int tmp_array[1000];
for(k=0;k<rB;k++) {
tmp_array[k] = A[tx * cA + k] ;
}
for (ty=0 ; ty < cC ; ty++) { \n" \
for (k = loctx ; k < rB ; k+=loc_size) {
local_mem[k] = B[ty + k * cC] ;
}
barrier(CLK_LOCAL_MEM_FENCE);
value = 0 ;
for(k=0;k<rB;k+=1) {
int i = loctx + k*loc_size;
value += tmp_array[k] * local_mem[i];
}
C[ty + (tx * cC)] = value;
}
}
where I set the global and local work items as follows
const size_t globalWorkItems[1] = {result_row};
const size_t localWorkItems[1] = {(size_t)local_wi_size};
local_wi_size is result_row/number of compute units (such that result_row % compute units == 0)

Your code is pretty close, but the indexing into the local memory array is actually simpler that you think. You have a row in private memory and a column in local memory, and you need to compute the dot product of these two vectors. You just need to sum row[k]*col[k], for k = 0 up to N-1:
for(k=0;k<rB;k+=1) {
value += tmp_array[k] * local_mem[k];
}
There's actually a second, more subtle bug that is also present in the example solution given on the slides you are using. Since you are reading and writing local memory inside a loop, you actually need two barriers, in order to make sure that work-items writing to local memory on iteration i don't overwrite values that are being read by other work-items executing iteration i-1.
Therefore, the full code for your kernel (tested and working), should look something like this:
__kernel void mmul(
__global int* C,
__global int* A,
__global int* B,
const int rA,
const int rB,
const int cC,
__local char* local_mem)
{
int k,ty;
int tx = get_global_id(0);
int loctx = get_local_id(0);
int loc_size = get_local_size(0);
int value = 0;
int tmp_array[1000];
for(k=0;k<rB;k++) {
tmp_array[k] = A[tx * cA + k] ;
}
for (ty=0 ; ty < cC ; ty++) {
for (k = loctx ; k < rB ; k+=loc_size) {
local_mem[k] = B[ty + k * cC];
}
barrier(CLK_LOCAL_MEM_FENCE); // First barrier to ensure writes have finished
value = 0;
for(k=0;k<rB;k+=1) {
value += tmp_array[k] * local_mem[k];
}
C[ty + (tx * cC)] = value;
barrier(CLK_LOCAL_MEM_FENCE); // Second barrier to ensure reads have finished
}
}
You can find the full set of exercises and solutions that go with the slides you are looking at on the HandsOnOpenCL GitHub page. There's also a more complete set of slides from the same tutorial available here, which go on to show a much more optimised matrix multiply example that uses a blocking approach to better exploit temporal and spatial locality. The aforementioned missing barrier bug has been fixed in the example solution code, but not on the slides (yet).

Related

Why is local memory in this OpenCL algorithm so slow?

I am writing some OpenCL code. My kernel should create a special "accumulator" output based on an input image. I have tried two concepts and both are equally slow, although the second one uses local memory. Could you please help me identify why the local memory version is so slow? The target GPU for the kernels is a AMD Radeon Pro 450.
// version one
__kernel void find_points(__global const unsigned char* input, __global unsigned int* output) {
const unsigned int x = get_global_id(0);
const unsigned int y = get_global_id(1);
int ind;
for(k = SOME_BEGINNING; k <= SOME_END; k++) {
// some pretty wild calculation
// ind is not linear and accesses different areas of the output
ind = ...
if(input[y * WIDTH + x] == 255) {
atomic_inc(&output[ind]);
}
}
}
// variant two
__kernel void find_points(__global const unsigned char* input, __global unsigned int* output) {
const unsigned int x = get_global_id(0);
const unsigned int y = get_global_id(1);
__local int buf[7072];
if(y < 221 && x < 32) {
buf[y * 32 + x] = 0;
}
barrier(CLK_LOCAL_MEM_FENCE);
int ind;
int k;
for(k = SOME_BEGINNING; k <= SOME_END; k++) {
// some pretty wild calculation
// ind is not linear and access different areas of the output
ind = ...
if(input[y * WIDTH + x] == 255) {
atomic_inc(&buf[ind]);
}
}
barrier(CLK_LOCAL_MEM_FENCE);
if(get_local_id(0) == get_local_size(0) - 1)
for(k = 0; k < 7072; k++)
output[k] = buf[k];
}
}
I would expect that the second variant is faster than the first one, but it isn't. Sometimes it is even slower.
Local buffer size __local int buf[7072] (28288 bytes) is too big. I don't know how big shared memory for AMD Radeon Pro 450 is but likely that is 32kB or 64kB per computing unit.
32768/28288 = 1, 65536/28288 = 2 means only 1 or maximum 2 wavefronts (64 work items) can run simultaneously only, so occupancy of computing unit is very very low hence poor performance.
Your aim should be to reduce local buffer as much as possible so that more wavefronts can be processed simultaneously.
Use CodeXL to profile your kernel - there are tools to show you all of this.
Alternatively you can have a look at CUDA occupancy calculator excel spreadsheet if you don't want to run the profiler to get a better idea of what that is about.

Floating point min/max in CUDA slower than CPU version. Why?

I wrote a kernel for computing the min and max values of an array of about 100,000 floats using reduction (see code below). I use thread blocks to reduce chunks of 1024 values to a single value (in shared memory), and then do the final reduction among the blocks on the CPU.
I then compared this with a serial calculation just on the CPU. The CUDA version takes 2.2ms, and the CPU version takes 0.21ms. Why is the CUDA version much slower? Is the array size not large enough to take advantage of the parallelism, or is my code not optimized somehow?
This is part of an exercise in the Udacity Parallel Programming class. I am running this through their web site, so I don't know what the exact hardware is, but they claim the code runs on actual GPUs.
Here is the CUDA code:
__global__ void min_max_kernel(const float* const d_logLuminance,
const size_t length,
float* d_min_logLum,
float* d_max_logLum) {
// Shared working memory
extern __shared__ float sh_logLuminance[];
int blockWidth = blockDim.x;
int x = blockDim.x * blockIdx.x + threadIdx.x;
float* min_logLuminance = sh_logLuminance;
float* max_logLuminance = sh_logLuminance + blockWidth;
// Copy this block's chunk of the data to shared memory
// We copy twice so we compute min and max at the same time
if (x < length) {
min_logLuminance[threadIdx.x] = d_logLuminance[x];
max_logLuminance[threadIdx.x] = min_logLuminance[threadIdx.x];
}
else {
// Pad if we're out of range
min_logLuminance[threadIdx.x] = FLT_MAX;
max_logLuminance[threadIdx.x] = -FLT_MAX;
}
__syncthreads();
// Reduce
for (int s = blockWidth/2; s > 0; s /= 2) {
if (threadIdx.x < s) {
if (min_logLuminance[threadIdx.x + s] < min_logLuminance[threadIdx.x]) {
min_logLuminance[threadIdx.x] = min_logLuminance[threadIdx.x + s];
}
if (max_logLuminance[threadIdx.x + s] > max_logLuminance[threadIdx.x]) {
max_logLuminance[threadIdx.x] = max_logLuminance[threadIdx.x + s];
}
}
__syncthreads();
}
// Write to global memory
if (threadIdx.x == 0) {
d_min_logLum[blockIdx.x] = min_logLuminance[0];
d_max_logLum[blockIdx.x] = max_logLuminance[0];
}
}
size_t get_num_blocks(size_t inputLength, size_t threadsPerBlock) {
return inputLength / threadsPerBlock +
((inputLength % threadsPerBlock == 0) ? 0 : 1);
}
/*
* Compute min, max over the data by first reducing on the device, then
* doing the final reducation on the host.
*/
void compute_min_max(const float* const d_logLuminance,
float& min_logLum,
float& max_logLum,
const size_t numRows,
const size_t numCols) {
// Compute min, max
printf("\n=== computing min/max ===\n");
const size_t blockWidth = 1024;
const size_t numPixels = numRows * numCols;
size_t numBlocks = get_num_blocks(numPixels, blockWidth);
printf("Num min/max blocks = %d\n", numBlocks);
float* d_min_logLum;
float* d_max_logLum;
int alloc_size = sizeof(float) * numBlocks;
checkCudaErrors(cudaMalloc(&d_min_logLum, alloc_size));
checkCudaErrors(cudaMalloc(&d_max_logLum, alloc_size));
min_max_kernel<<<numBlocks, blockWidth, sizeof(float) * blockWidth * 2>>>
(d_logLuminance, numPixels, d_min_logLum, d_max_logLum);
float* h_min_logLum = (float*) malloc(alloc_size);
float* h_max_logLum = (float*) malloc(alloc_size);
checkCudaErrors(cudaMemcpy(h_min_logLum, d_min_logLum, alloc_size, cudaMemcpyDeviceToHost));
checkCudaErrors(cudaMemcpy(h_max_logLum, d_max_logLum, alloc_size, cudaMemcpyDeviceToHost));
min_logLum = FLT_MAX;
max_logLum = -FLT_MAX;
// Reduce over the block results
// (would be a bit faster to do it on the GPU, but it's just 96 numbers)
for (int i = 0; i < numBlocks; i++) {
if (h_min_logLum[i] < min_logLum) {
min_logLum = h_min_logLum[i];
}
if (h_max_logLum[i] > max_logLum) {
max_logLum = h_max_logLum[i];
}
}
printf("min_logLum = %.2f\nmax_logLum = %.2f\n", min_logLum, max_logLum);
checkCudaErrors(cudaFree(d_min_logLum));
checkCudaErrors(cudaFree(d_max_logLum));
free(h_min_logLum);
free(h_max_logLum);
}
And here is the host version:
void compute_min_max_on_host(const float* const d_logLuminance, size_t numPixels) {
int alloc_size = sizeof(float) * numPixels;
float* h_logLuminance = (float*) malloc(alloc_size);
checkCudaErrors(cudaMemcpy(h_logLuminance, d_logLuminance, alloc_size, cudaMemcpyDeviceToHost));
float host_min_logLum = FLT_MAX;
float host_max_logLum = -FLT_MAX;
printf("HOST ");
for (int i = 0; i < numPixels; i++) {
if (h_logLuminance[i] < host_min_logLum) {
host_min_logLum = h_logLuminance[i];
}
if (h_logLuminance[i] > host_max_logLum) {
host_max_logLum = h_logLuminance[i];
}
}
printf("host_min_logLum = %.2f\nhost_max_logLum = %.2f\n",
host_min_logLum, host_max_logLum);
free(h_logLuminance);
}
As #talonmies suggests, behavior may be different for larger sizes; 100,000 is really not that much: Much of it fits within the combined overall L1 cache of the cores on a modern CPU; half of it fits in a single core's L2 cache.
Transfer over PCI express takes time; and in your case, double the time it might have, since you don't use pinned memory.
You're not overlapping computation and PCI express I/O (not that it would make much sense for only 100,000 elements)
Your kernel is rather slow, for more than one reason; not the least of which is the extensive use of shared memory, most of which is unnecessary
More generally: Always profile your code using nvvp (or nvprof for getting textual information for further analysis).

Number of Computing units in OpenCL

_kernel void kmp(__global char pattern[2*4], __global char* string, __global int failure[2*4], __global int ret[2], int g_length, int l_length, int thread_num){
int pattern_num = 2;
int pattern_size = 4;
int gid = get_group_id(0);
int glid = get_global_id(0);
int lid = get_local_id(0);
int i, j, x = 0;
int old = 0;
__local char tmp_string[32768];
event_t event;
event = async_work_group_copy(tmp_string+lid*l_length, string+glid*l_length, l_length, 0);
wait_group_events(1, &event);
for(i = 0; i < pattern_num; i++){
x = i*pattern_size;
for(j = lid*l_length; j < (lid+1)*l_length; j++){
while(tmp_string[j] != pattern[x] && x > 0 && x != i*pattern_size){
x = failure[x-1]+i*pattern_size;
}
if(tmp_string[j] == pattern[x]){
if(x == (i+1)*pattern_size-1){
//ret[i]++;
old = atomic_add(&ret[i], 1);
x = failure[x]+i*pattern_size;
}
else{
x++;
}
}
}
}
barrier(CLK_LOCAL_MEM_FENCE);
}
I need help with this code.
To find the matched pattern in the string, I wrote code like this.
I'm using AMD Hawaii and it has 44 groups which have 64 cores in each group(Total 2816 computing units, I mean).
The problem is when I try using more than 44 computing units(Using more than 1 core in one group; like 88 units-using 2 cores in each group- or 2816 units-using 64 cores in each group-), it doesn't work well.
It couldn't correctly find the matched number.
I checked the index of string, ids(glid, gid, lid) and the size of all variable.
But, there is nothing wrong.
Anyone who has some advice, please help!
What is going wrong that you saying it doesn't work well? Also why are you not doing anything within async copy? Maybe a simple global to local assignment could work. Why is there a local barrier at the end of kernel?
Anyway, the error seems to be the async copy. It has different values for each thread in a group. For it to work right, it must be given exact same numbers in all threads of a group. Thats why it works with local size = 1 and not for bigger local groups.
For example, glid is different for all 64 threads in a group so it wouldn't work. Async work group copy command makes all threads of a group work on same copy. Not different copies. If you need different copies, you need multiple async commands serially but they would work async if you use the waiting on all of them at once.

Improving the Efficiency of Compact/Scatter in CUDA

Summary:
Any ideas about how to further improve upon the basic scatter operation in CUDA? Especially if one knows it will only be used to compact a larger array into a smaller one? or why the below methods of vectorizing memory ops and shared memory didn't work? I feel like there may be something fundamental I am missing and any help would be appreciated.
EDIT 03/09/15: So I found this Parallel For All Blog post "Optimized Filtering with Warp-Aggregated Atomics". I had assumed atomics would be intrinsically slower for this purpose, however I was wrong - especially since I don't think I care about maintaining element order in the array during my simulation. I'll have to think about it some more and then implement it to see what happens!
EDIT 01/04/16: I realized I never wrote about my results. Unfortunately in that Parallel for All Blog post they compared the global atomic method for compact to the Thrust prefix-sum compact method, which is actually quite slow. CUB's Device::IF is much faster than Thrust's - as is the prefix-sum version I wrote using CUB's Device::Scan + custom code. The warp-aggregrate global atomic method is still faster by about 5-10%, but nowhere near the 3-4x faster I had been hoping for based on the results in the blog. I'm still using the prefix-sum method as while maintaining element order is not necessary, I prefer the consistency of the prefix-sum results and the advantage from the atomics is not very big. I still try various methods to improve compact, but so far only marginal improvements (2%) at best for dramatically increased code complexity.
Details:
I am writing a simulation in CUDA where I compact out elements I am no longer interested in simulating every 40-60 time steps. From profiling it seems that the scatter op takes up the most amount of time when compacting - more so than the filter kernel or the prefix sum. Right now I use a pretty basic scatter function:
__global__ void scatter_arrays(float * new_freq, const float * const freq, const int * const flag, const int * const scan_Index, const int freq_Index){
int myID = blockIdx.x*blockDim.x + threadIdx.x;
for(int id = myID; id < freq_Index; id+= blockDim.x*gridDim.x){
if(flag[id]){
new_freq[scan_Index[id]] = freq[id];
}
}
}
freq_Index is the number of elements in the old array. The flag array is the result from the filter. Scan_ID is the result from the prefix sum on the flag array.
Attempts I've made to improve it are to read the flagged frequencies into shared memory first and then write from shared memory to global memory - the idea being that the writes to global memory would be more coalesced amongst the warps (e.g. instead of thread 0 writing to position 0 and thread 128 writing to position 1, thread 0 would write to 0 and thread 1 would write to 1). I also tried vectorizing the reads and the writes - instead of reading and writing floats/ints I read/wrote float4/int4 from the global arrays when possible, so four numbers at a time. This I thought might speed up the scatter by having fewer memory ops transferring larger amounts of memory. The "kitchen sink" code with both vectorized memory loads/stores and shared memory is below:
const int compact_threads = 256;
__global__ void scatter_arrays2(float * new_freq, const float * const freq, const int * const flag, const int * const scan_Index, const int freq_Index){
int gID = blockIdx.x*blockDim.x + threadIdx.x; //global ID
int tID = threadIdx.x; //thread ID within block
__shared__ float row[4*compact_threads];
__shared__ int start_index[1];
__shared__ int end_index[1];
float4 myResult;
int st_index;
int4 myFlag;
int4 index;
for(int id = gID; id < freq_Index/4; id+= blockDim.x*gridDim.x){
if(tID == 0){
index = reinterpret_cast<const int4*>(scan_Index)[id];
myFlag = reinterpret_cast<const int4*>(flag)[id];
start_index[0] = index.x;
st_index = index.x;
myResult = reinterpret_cast<const float4*>(freq)[id];
if(myFlag.x){ row[0] = myResult.x; }
if(myFlag.y){ row[index.y-st_index] = myResult.y; }
if(myFlag.z){ row[index.z-st_index] = myResult.z; }
if(myFlag.w){ row[index.w-st_index] = myResult.w; }
}
__syncthreads();
if(tID > 0){
myFlag = reinterpret_cast<const int4*>(flag)[id];
st_index = start_index[0];
index = reinterpret_cast<const int4*>(scan_Index)[id];
myResult = reinterpret_cast<const float4*>(freq)[id];
if(myFlag.x){ row[index.x-st_index] = myResult.x; }
if(myFlag.y){ row[index.y-st_index] = myResult.y; }
if(myFlag.z){ row[index.z-st_index] = myResult.z; }
if(myFlag.w){ row[index.w-st_index] = myResult.w; }
if(tID == blockDim.x -1 || gID == mutations_Index/4 - 1){ end_index[0] = index.w + myFlag.w; }
}
__syncthreads();
int count = end_index[0] - st_index;
int rem = st_index & 0x3; //equivalent to modulo 4
int offset = 0;
if(rem){ offset = 4 - rem; }
if(tID < offset && tID < count){
new_mutations_freq[population*new_array_Length+st_index+tID] = row[tID];
}
int tempID = 4*tID+offset;
if((tempID+3) < count){
reinterpret_cast<float4*>(new_freq)[tID] = make_float4(row[tempID],row[tempID+1],row[tempID+2],row[tempID+3]);
}
tempID = tID + offset + (count-offset)/4*4;
if(tempID < count){ new_freq[st_index+tempID] = row[tempID]; }
}
int id = gID + freq_Index/4 * 4;
if(id < freq_Index){
if(flag[id]){
new_freq[scan_Index[id]] = freq[id];
}
}
}
Obviously it gets a bit more complicated. :) While the above kernel seems stable when there are hundreds of thousands of elements in the array, I've noticed a race condition when the array numbers in the tens of millions. I'm still trying to track the bug down.
But regardless, neither method (shared memory or vectorization) together or alone improved performance. I was especially surprised by the lack of benefit from vectorizing the memory ops. It had helped in other functions I had written, though now I am wondering if maybe it helped because it increased Instruction-Level-Parallelism in the calculation steps of those other functions rather than the fewer memory ops.
I found the algorithm mentioned in this poster (similar algorithm also discussed in this paper) works pretty well, especially for compacting large arrays. It uses less memory to do it and is slightly faster than my previous method (5-10%). I put in a few tweaks to the poster's algorithm: 1) eliminating the final warp shuffle reduction in phase 1, can simply sum the elements as they are calculated, 2) giving the function the ability to work over more than just arrays sized as a multiple of 1024 + adding grid-strided loops, and 3) allowing each thread to load their registers simultaneously in phase 3 instead of one at a time. I also use CUB instead of Thrust for Inclusive sum for faster scans. There may be more tweaks I can make, but for now this is good.
//kernel phase 1
int myID = blockIdx.x*blockDim.x + threadIdx.x;
//padded_length is nearest multiple of 1024 > true_length
for(int id = myID; id < (padded_length >> 5); id+= blockDim.x*gridDim.x){
int lnID = threadIdx.x % warp_size;
int warpID = id >> 5;
unsigned int mask;
unsigned int cnt=0;//;//
for(int j = 0; j < 32; j++){
int index = (warpID<<10)+(j<<5)+lnID;
bool pred;
if(index > true_length) pred = false;
else pred = predicate(input[index]);
mask = __ballot(pred);
if(lnID == 0) {
flag[(warpID<<5)+j] = mask;
cnt += __popc(mask);
}
}
if(lnID == 0) counter[warpID] = cnt; //store sum
}
//kernel phase 2 -> CUB Inclusive sum transforms counter array to scan_Index array
//kernel phase 3
int myID = blockIdx.x*blockDim.x + threadIdx.x;
for(int id = myID; id < (padded_length >> 5); id+= blockDim.x*gridDim.x){
int lnID = threadIdx.x % warp_size;
int warpID = id >> 5;
unsigned int predmask;
unsigned int cnt;
predmask = flag[(warpID<<5)+lnID];
cnt = __popc(predmask);
//parallel prefix sum
#pragma unroll
for(int offset = 1; offset < 32; offset<<=1){
unsigned int n = __shfl_up(cnt, offset);
if(lnID >= offset) cnt += n;
}
unsigned int global_index = 0;
if(warpID > 0) global_index = scan_Index[warpID - 1];
for(int i = 0; i < 32; i++){
unsigned int mask = __shfl(predmask, i); //broadcast from thread i
unsigned int sub_group_index = 0;
if(i > 0) sub_group_index = __shfl(cnt, i-1);
if(mask & (1 << lnID)){
compacted_array[global_index + sub_group_index + __popc(mask & ((1 << lnID) - 1))] = input[(warpID<<10)+(i<<5)+lnID];
}
}
}
}
EDIT: There is a newer article by a subset of the poster authors where they examine a faster variation of compact than what is written above. However, their new version is not order preserving, so not useful for myself and I haven't implemented it to test it out. That said, if your project doesn't rely on object order, their newer compact version can probably speed up your algorithm.

Optimizing CUDA interpolation

I have developped the following interpolation with CUDA and I am looking for a way of improving this interpolation. For some reasons, I dont want to use CUDA textures.
The other point that I have noticed that for some unknown reasons, is that the interpolation is not performed on the whole vector in my case if the size of the vector is superior than the number of threads (for example with a vector of size 1000, and a number of threads equal to 512,. A thread does its first job and that’s all. I would like to optimize the singleInterp function.
Here is my code:
__device__ float singleInterp(float* data, float x, int lx_data) {
float res = 0;
int i1=0;
int j=lx_data;
int imid;
while (j>i1+1)
{
imid = (int)(i1+j+1)/2;
if (data[imid]<x)
i1=imid;
else
j=imid;
}
if (i1==j)
res = data[i1+lx_data];
else
res =__fmaf_rn( __fdividef(data[j+lx_data]-data[i1+lx_data],(data[j]-data[i1])),x-data[i1], data[i1+lx_data]);
return res;
}
Kernel:
__global__ void linearInterpolation(float* data, float* x_in, int lx_data) {
int i = threadIdx.x + blockDim.x * blockIdx.x;
int index = i;
if (index < lx_data)
x_in[index] = singleInterp(data, x_in[index], lx_data);
}
It seems that you are interested in 1D linear interpolation. I already had the problem of optimizing such a kind of interpolation and I ended up with the following code
__global__ void linear_interpolation_kernel_function_GPU(double* __restrict__ result_d, const double* __restrict__ data_d, const double* __restrict__ x_out_d, const int M, const int N)
{
int j = threadIdx.x + blockDim.x * blockIdx.x;
if(j<N)
{
double reg_x_out = x_out_d[j/2]+M/2;
int k = floor(reg_x_out);
double a = (reg_x_out)-floor(reg_x_out);
double dk = data_d[2*k+(j&1)];
double dkp1 = data_d[2*k+2+(j&1)];
result_d[j] = a * dkp1 + (-dk * a + dk);
}
}
The data are assumed to be sampled at integer nodes between -M/2 and M/2.
The code is "equivalent" to 1D texture interpolation, as explained at the following web-page. For the 1D linear texture interpolation, see Fig. 13 of the CUDA-Programming-Guide. For comparisons betwee different solutions, please see the following thread.

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