Passing parameter fail by CreateThread? - windows

My Code like this
starts is a array of DWORD32
threads is a array of HANDLE
void initThreads(HANDLE* threads, int size)
{
DWORD32* starts = (DWORD32*)malloc(sizeof(DWORD32) * size);
for (int i = 0; i < size; ++i)
{
starts[i] = num_steps / numThreads * i;
}
for (int i = 0; i < size; ++i)
{
DWORD32* para = starts + i;
printf("create %ld\n", *para);
threads[i] = CreateThread(NULL, 0, portionCal, (void*)para, 0, NULL);
}
free(starts);
}
DWORD WINAPI portionCal(LPVOID pArg)
{
double x, portionSum = 0.0;
DWORD32 start = *(DWORD32*)pArg;
printf("start at %d\n", start);
}
But the result is
create 0
create 25000000
start at 0
create 50000000
create 75000000
start at 50000000
start at -17891602
start at 25000000
Why the result look like this?

We can't see the scope of starts but this can be guessed at from the failure. It is probably a local variable, long gone when the thread starts running. So you'll just read garbage. You'll need a stable pointer, get one from a global variable or malloc().
After edit: don't call free() like that. It has to remain stable until all threads have completed using it. You could consider reference counting it with InterlockedDecrement().

You free the starts array immediately after creating the threads. So what happens is that the threads are passed pointers to memory that may have been freed before the threads have a chance to read it. If that happens, the resulting behaviour is undefined.
You can resolve the problem by ensuring that the memory referred to by the pointers has a lifetime that extends beyond that of the threads. Typically you do that by allocating off the heap the data for each thread, and letting the thread call free when it has taken a copy of the information.
In this case, the easier way to resolve the problem is to pass the integer value rather than a pointer to it. Like this:
threads[i] = CreateThread(NULL, 0, portionCal, (void*)starts[i], 0, NULL);
And in your thread:
DWORD32 start = (DWORD32)pArg;

Related

MPI Latency measuring

I am trying to understand some aspects of the MPI.
During the creation of the program, which is to measure latency between send/recv of two processes, I was faced with strange effects.
I tried to measure the result of many iterations, and received a response that matches the other benchmarks. Then I decided to display values ​​after each iteration and was surprised: they ranged between four values ​​that have not changed. I also drew attention to some very high values.
The code that calculates the value of latency and sample values is below:
int main()
{
MPI::Init();
Proc_Rank = MPI::COMM_WORLD.Get_rank();
for(int i = 0; i < 100; ++i)
latency_test(Proc_Rank, 1, 0);
MPI::Finalize();
return 0;
}
void latency_test(int Proc_Rank, int Iterations_Num, int Size)
{
double Total_Time, Latency;
double t1, t2;
char *Send_Buffer = new char[Size];
char *Recv_Buffer = new char[Size];
for(int i = 0; i < Size; i++){
Send_Buffer[i] = 'a';
}
for(int i = 0; i < Size; i++){
Recv_Buffer[i] = 'b';
}
MPI::COMM_WORLD.Barrier();
t1 = MPI::Wtime();
for(int i = 0; i < Iterations_Num; i++){
if (Proc_Rank == 0){
MPI::COMM_WORLD.Send(Send_Buffer, Size, MPI::CHAR, 1, 0);
MPI::COMM_WORLD.Recv(Recv_Buffer,Size,MPI::CHAR,1,
MPI::ANY_TAG);
}
else if (Proc_Rank==1) { MPI::COMM_WORLD.Recv(Recv_Buffer,Size,MPI::CHAR,0,MPI::ANY_TAG);
MPI::COMM_WORLD.Send(Send_Buffer, Size, MPI::CHAR, 0, 0);
}
}
t2 = MPI::Wtime();
delete []Send_Buffer;
delete []Recv_Buffer;
Total_Time = t2-t1;
if(Proc_Rank == 0){
Latency = (Total_Time / (Iterations_Num * 2.0)) * 1000000.0;
printf("%10.10f\n", Latency);
}
}
Part of the result:
5.4836273193
1.0728836060
0.9536743164
1.0728836060
0.4768371582
0.9536743164
0.5960464478
6.5565109253
0.9536743164
0.9536743164
1.0728836060
0.5960464478
0.4768371582
0.4768371582
Why are 4 fixed values randomly repeat? And why there are rare very large values?
As pointed out by Zulan, the resolution of the timer used by MPI_Wtime is not infinite. You can query the timer resolution by calling MPI_Wtick (MPI::Wtick in the C++ bindings). Measuring a single ping-pong round that lasts less than a microsecond is prone to very high statistical uncertainty, especially since the OS jitter, which is the random delay of the process execution due to other OS activities or processes being scheduled on the same CPU, could be several microseconds. No respectable MPI benchmark would do a single ping-pong round with empty messages.
As a side note, you are using a wildcard receive (MPI_ANY_TAG) in one of the processes. Those tend to be slower than fully-specified receives, especially when it comes to network equipment.

Optimize Cuda Kernel time execution

I'm a learning Cuda student, and I would like to optimize the execution time of my kernel function. As a result, I realized a short program computing the difference between two pictures. So I compared the execution time between a classic CPU execution in C, and a GPU execution in Cuda C.
Here you can find the code I'm talking about:
int *imgresult_data = (int *) malloc(width*height*sizeof(int));
int size = width*height;
switch(computing_type)
{
case GPU:
HANDLE_ERROR(cudaMalloc((void**)&dev_data1, size*sizeof(unsigned char)));
HANDLE_ERROR(cudaMalloc((void**)&dev_data2, size*sizeof(unsigned char)));
HANDLE_ERROR(cudaMalloc((void**)&dev_data_res, size*sizeof(int)));
HANDLE_ERROR(cudaMemcpy(dev_data1, img1_data, size*sizeof(unsigned char), cudaMemcpyHostToDevice));
HANDLE_ERROR(cudaMemcpy(dev_data2, img2_data, size*sizeof(unsigned char), cudaMemcpyHostToDevice));
HANDLE_ERROR(cudaMemcpy(dev_data_res, imgresult_data, size*sizeof(int), cudaMemcpyHostToDevice));
float time;
cudaEvent_t start, stop;
HANDLE_ERROR( cudaEventCreate(&start) );
HANDLE_ERROR( cudaEventCreate(&stop) );
HANDLE_ERROR( cudaEventRecord(start, 0) );
for(int m = 0; m < nb_loops ; m++)
{
diff<<<height, width>>>(dev_data1, dev_data2, dev_data_res);
}
HANDLE_ERROR( cudaEventRecord(stop, 0) );
HANDLE_ERROR( cudaEventSynchronize(stop) );
HANDLE_ERROR( cudaEventElapsedTime(&time, start, stop) );
HANDLE_ERROR(cudaMemcpy(imgresult_data, dev_data_res, size*sizeof(int), cudaMemcpyDeviceToHost));
printf("Time to generate: %4.4f ms \n", time/nb_loops);
break;
case CPU:
clock_t begin = clock(), diff;
for (int z=0; z<nb_loops; z++)
{
// Apply the difference between 2 images
for (int i = 0; i < height; i++)
{
tmp = i*imgresult_pitch;
for (int j = 0; j < width; j++)
{
imgresult_data[j + tmp] = (int) img2_data[j + tmp] - (int) img1_data[j + tmp];
}
}
}
diff = clock() - begin;
float msec = diff*1000/CLOCKS_PER_SEC;
msec = msec/nb_loops;
printf("Time taken %4.4f milliseconds", msec);
break;
}
And here is my kernel function:
__global__ void diff(unsigned char *data1 ,unsigned char *data2, int *data_res)
{
int row = blockIdx.x;
int col = threadIdx.x;
int v = col + row*blockDim.x;
if (row < MAX_H && col < MAX_W)
{
data_res[v] = (int) data2[v] - (int) data1[v];
}
}
I obtained these execution time for each one
CPU: 1,3210ms
GPU: 0,3229ms
I wonder why GPU result is not as lower as it should be. I am a beginner in Cuda so please be comprehensive if there are some classic errors.
EDIT1:
Thank you for your feedback. I tried to delete the 'if' condition from the kernel but it didn't change deeply my program execution time.
However, after having install Cuda profiler, it told me that my threads weren't running concurrently. I don't understand why I have this kind of message, but it seems true because I only have a 5 or 6 times faster application with GPU than with CPU. This ratio should be greater, because each thread is supposed to process one pixel concurrently to all the other ones. If you have an idea of what I am doing wrong, it would be hepful...
Flow.
Here are two things you could do which may improve the performance of your diff kernel:
1. Let each thread do more work
In your kernel, each thread handles just a single element; but having a thread do anything already has a bunch of overhead, at the block and the thread level, including obtaining the parameters, checking the condition and doing address arithmetic. Now, you could say "Oh, but the reads and writes take much more time then that; this overhead is negligible" - but you would be ignoring the fact, that the latency of these reads and writes is hidden by the presence of many other warps which may be scheduled to do their work.
So, let each thread process more than a single element. Say, 4, as each thread can easily read 4 bytes at once into a register. Or even 8 or 16; experiment with it. Of course you'll need to adjust your grid and block parameters accordingly.
2. "Restrict" your pointers
__restrict is not part of C++, but it is supported in CUDA. It tells the compiler that accesses through different pointers passed to the function never overlap. See:
What does the restrict keyword mean in C++?
Realistic usage of the C99 'restrict' keyword?
Using it allows the CUDA compiler to apply additional optimizations, e.g. loading or storing data via non-coherent cache. Indeed, this happens with your kernel although I haven't measured the effects.
3. Consider using a "SIMD" instruction
CUDA offers this intrinsic:
__device__ ​ unsigned int __vsubss4 ( unsigned int a, unsigned int b )
Which subtracts each signed byte value in a from its corresponding one in b. If you can "live" with the result, rather than expecting a larger int variable, that could save you some of work - and go very well with increasing the number of elements per thread. In fact, it might let you increase it even further to get to the optimum.
I don't think you are measuring times correctly, memory copy is a time consuming step in GPU that you should take into account when measuring your time.
I see some details that you can test:
I suppose you are using MAX_H and MAX_H as constants, you may consider doing so using cudaMemcpyToSymbol().
Remember to sync your threads using __syncthreads(), so you don't get issues between each loop iteration.
CUDA works with warps, so block and number of threads per block work better as multiples of 8, but not larger than 512 threads per block unless your hardware supports it. Here is an example using 128 threads per block: <<<(cols*rows+127)/128,128>>>.
Remember as well to free your allocated memory in GPU and destroying your time events created.
In your kernel function you can have a single variable int v = threadIdx.x + blockIdx.x * blockDim.x .
Have you tested, beside the execution time, that your result is correct? I think you should use cudaMallocPitch() and cudaMemcpy2D() while working with arrays due to padding.
Probably there are other issues with the code, but here's what I see. The following lines in __global__ void diff are considered not optimal:
if (row < MAX_H && col < MAX_W)
{
data_res[v] = (int) data2[v] - (int) data1[v];
}
Conditional operators inside a kernel result in warp divergence. It means that if and else parts inside a warp are executed in sequence, not in parallel. Also, as you might have realized, if evaluates to false only at borders. To avoid the divergence and needless computation, split your image in two parts:
Central part where row < MAX_H && col < MAX_W is always true. Create an additional kernel for this area. if is unnecessary here.
Border areas that will use your diff kernel.
Obviously you'll have modify your code that calls the kernels.
And on a separate note:
GPU has throughput-oriented architecture, but not latency-oriented as CPU. It means CPU may be faster then CUDA when it comes to processing small amounts of data. Have you tried using large data sets?
CUDA Profiler is a very handy tool that will tell you're not optimal in the code.

OpenCL slow -- not sure why

I'm teaching myself OpenCL by trying to optimize the mpeg4dst reference audio encoder. I achieved a 3x speedup by using vector instructions on CPU but I figured the GPU could probably do better.
I'm focusing on computing auto-correlation vectors in OpenCL as my first area of improvement. The CPU code is:
for (int i = 0; i < NrOfChannels; i++) {
for (int shift = 0; shift <= PredOrder[ChannelFilter[i]]; shift++)
vDSP_dotpr(Signal[i] + shift, 1, Signal[i], 1, &out, NrOfChannelBits - shift);
}
NrOfChannels = 6
PredOrder = 129
NrOfChannelBits = 150528.
On my test file, this function take approximately 188ms to complete.
Here's my OpenCL method:
kernel void calculateAutocorrelation(size_t offset,
global const float *input,
global float *output,
size_t size) {
size_t index = get_global_id(0);
size_t end = size - index;
float sum = 0.0;
for (size_t i = 0; i < end; i++)
sum += input[i + offset] * input[i + offset + index];
output[index] = sum;
}
This is how it is called:
gcl_memcpy(gpu_signal_in, Signal, sizeof(float) * NrOfChannels * MAXCHBITS);
for (int i = 0; i < NrOfChannels; i++) {
size_t sz = PredOrder[ChannelFilter[i]] + 1;
cl_ndrange range = { 1, { 0, 0, 0 }, { sz, 0, 0}, { 0, 0, 0 } };
calculateAutocorrelation_kernel(&range, i * MAXCHBITS, (cl_float *)gpu_signal_in, (cl_float *)gpu_out, NrOfChannelBits);
gcl_memcpy(out, gpu_out, sizeof(float) * sz);
}
According to Instruments, my OpenCL implementation seems to take about 13ms, with about 54ms of memory copy overhead (gcl_memcpy).
When I use a much larger test file, 1 minute of 2-channel music vs, 1 second of 6-channel, while the measured performance of the OpenCL code seems to be the same, the CPU usage falls to about 50% and the whole program takes about 2x longer to run.
I can't find a cause for this in Instruments and I haven't read anything yet that suggests that I should expect very heavy overhead switching in and out of OpenCL.
If I'm reading your kernel code correctly, each work item is iterating over all of the data from it's location to the end. This isn't going to be efficient. For one (and the primary performance concern), the memory accesses won't be coalesced and so won't be at full memory bandwidth. Secondly, because each work item has a different amount of work, there will be branch divergence within a work group, which will leave some threads idle waiting for others.
This seems like it has a lot in common with a reduction problem and I'd suggest reading up on "parallel reduction" to get some hints about doing an operation like this in parallel.
To see how memory is being read, work out how 16 work items (say, global_id 0 to 15) will be reading data for each step.
Note that if every work item in a work group access the same memory, there is a "broadcast" optimization the hardware can make. So just reversing the order of your loop could improve things.

Fastest way to simulate recurrent equations in OpenCL

I am trying to simulate a recurrent equation of the type
si(t+1) = f[Σj Wijsj(t) + vi*input(t)]
in OpenCL, where f(.) is some non-linear function (in the code below it is just a step-function with threshold th) and s(t) is some external input. Naturally, I implemented one worker for every xi. In every time-step every worker calculates the result of the equation above and subsequently this result is shared with all other workers. Therefore, all workers have to be in the same workgroup.
My current OpenCL kernel looks like this
__kernel void part1(__global int* s, __global float* W, __global float* Th, __global float* V, __global float* input, int N, int T)
{
unsigned int i = get_global_id(0);
float value = 0;
float v = V[i];
float th = Th[i];
for(int t = 0; t < T; t++){
value = v*input[t];
for(int j = 0; j < N; j++){
value = value + W[i*N + j]*s[j];
}
barrier(CLK_GLOBAL_MEM_FENCE);
if (value >= th){
s[i] = 1;
} else {
s[i] = 0;
}
barrier(CLK_GLOBAL_MEM_FENCE);
}
}
Unfortunately, this code is actually three times slower than an equivalent C-implementation. Also, I expected that a change in the number of workers should not make a huge difference (because new workers are sitting on new threads that run in parallel to the others), but actually the processing time increases linearly with the number of workers. The bottleneck seems to be the writing operation after the first barrier. Eliminating this operation (but leaving the barrier in place) cuts down the processing time by a factor of 25 and eliminates the linear dependence.
I am pretty new to OpenCL and I would appreciate any help to speed this code up!
Thanks a lot in advance!
Blue2script
As I already stated in my comment, accessing global memory is slow. Usually the hardware hides the latency by having several subgroups of threads running on the same compute unit. The subgroups I'm referring to are call warps in the NVIDIA lingo and wavefronts in the AMD one. Usually a workgroup is composed of several subgroups.
So meanwhile one subgroup waits to receive the data from the global memory another one that already has all the necessary resources can run. When the running one gets stalled because it needs to read/write data from/to the global memory another one can start running and so on.
However, in your case, because of the barriers, all the workers in all the subgroups will have to that the others wrote in the memory before being able to continue the computation (the barrier is at the workgroup level). Hence the latency hits you right in the face :).
Now, a way to improve your implementation would be to use local memory and this time a barrier at the local memory level (with the flag CLK_LOCAL_MEM_FENCE). The same principle I've just explained still applies but accessing local memory is much faster.
As far as I understand your code (quite likely I didn't get all the subtleties), your s array has N elements, and I guess that you also have N workers. So you create a local array of N elements and you do something like that:
kernel void part1(global int* s, global float* W, global float* Th, global float* V, global float* input, local int* local_s, int N, int T)
{
unsigned int i = get_global_id(0);
unsigned int local_i = get_local_id(0);
float value = 0;
float v = V[i];
float th = Th[i];
//fetch from global to local and sync before computing
local_s[local_i] = s[i];
barrier(CLK_LOCAL_MEM_FENCE);
for(int t = 0; t < T; t++){
value = v*input[t];
for(int j = 0; j < N; j++){
value = value + W[i*N + j]*local_s[j];
}
barrier(CLK_LOCAL_MEM_FENCE);
if (value >= th){
local_s[i] = 1;
} else {
local_s[i] = 0;
}
barrier(CLK_LOCAL_MEM_FENCE);
}
//If necessary write some stuff to global (maybe the last s computed?)
}
Now I have to warn you:
I might have completely misunderstood your needs :)
I've just edited your code while typing this answer, so there are most probably typos and such.
Even using local memory, having so many barriers might still make the opencl version slower than the C one.
Note that I removed the leading __ since they are not necessary and it is easier to read in my opinion.
EDIT: Regarding your comment about CLK_LOCAL_MEM_FENCE vs. CLK_GLOBAL_MEM_FENCE. A barrier is always applied at the workgroup level, so all workers within a workgroup have to hit that barrier. The flag given as parameter refers to memory access. When the flag is CLK_GLOBAL_MEM_FENCE it means that every read/write operation regarding the global memory has to be completed by every worker before any worker can continue to run the next statements. This is exactly the same with the CLK_LOCAL_MEM_FENCE flag but for the local memory.

A question about the details about the distribution from blocks to SMs in CUDA

Let me take the hardware with computation ability 1.3 as an example.
30 SMs are available. Then at most 240 blocks are able to be running at the same time(Considering the limit of register and shared memory, the restriction to the number of block may be much lower). Those blocks beyond 240 have to wait for available hardware resources.
My question is when those blocks beyond 240 will be assigned to SMs. Once some blocks of the first 240 are completed? Or when all of the first 240 blocks are finished?
I wrote such a piece of code.
#include<stdio.h>
#include<string.h>
#include<cuda_runtime.h>
#include<cutil_inline.h>
const int BLOCKNUM = 1024;
const int N=240;
__global__ void kernel ( volatile int* mark ) {
if ( blockIdx.x == 0 ) while ( mark[N] == 0 );
if ( threadIdx.x == 0 ) mark[blockIdx.x] = 1;
}
int main() {
int * mark;
cudaMalloc ( ( void** ) &mark, sizeof ( int ) *BLOCKNUM );
cudaMemset ( mark, 0, sizeof ( int ) *BLOCKNUM );
kernel <<< BLOCKNUM, 1>>> ( mark );
cudaFree ( mark );
return 0;
}
This code causes a deadlock and fails to terminate. But if I change N from 240 to 239, the code is able to terminate. So I want to know some details about the scheduling of blocks.
On the GT200, it has been demonstrated through micro-benchmarking that new blocks are scheduled whenever a SM has retired all the currently active blocks which it was running. So the answer is when some blocks are finished, and the scheduling granularity is SM level. There seems to be a consensus that Fermi GPUs have a finer scheduling granularity than previous generations of hardware.
I can't find any reference about this for compute capabilities < 1.3.
Fermi architectures introduce a new block dispatcher called GigaThread engine.
GigaThread enables immediate replacement of blocks on an SM when one completes executing and also enables concurrent kernel execution.
While there is no official answer to this, you can measure through atomic operations when your blocks begin your work and when they end.
Try playing with the following code:
#include <stdio.h>
const int maxBlocks=60; //Number of blocks of size 512 threads on current device required to achieve full occupancy
__global__ void emptyKernel() {}
__global__ void myKernel(int *control, int *output) {
if (threadIdx.x==1) {
//register that we enter
int enter=atomicAdd(control,1);
output[blockIdx.x]=enter;
//some intensive and long task
int &var=output[blockIdx.x+gridDim.x]; //var references global memory
var=1;
for (int i=0; i<12345678; ++i) {
var+=1+tanhf(var);
}
//register that we quit
var=atomicAdd(control,1);
}
}
int main() {
int *gpuControl;
cudaMalloc((void**)&gpuControl, sizeof(int));
int cpuControl=0;
cudaMemcpy(gpuControl,&cpuControl,sizeof(int),cudaMemcpyHostToDevice);
int *gpuOutput;
cudaMalloc((void**)&gpuOutput, sizeof(int)*maxBlocks*2);
int cpuOutput[maxBlocks*2];
for (int i=0; i<maxBlocks*2; ++i) //clear the host array just to be on the safe side
cpuOutput[i]=-1;
// play with these values
const int thr=479;
const int p=13;
const int q=maxBlocks;
//I found that this may actually affect the scheduler! Try with and without this call.
emptyKernel<<<p,thr>>>();
cudaEvent_t timerStart;
cudaEvent_t timerStop;
cudaEventCreate(&timerStart);
cudaEventCreate(&timerStop);
cudaThreadSynchronize();
cudaEventRecord(timerStart,0);
myKernel<<<q,512>>>(gpuControl, gpuOutput);
cudaEventRecord(timerStop,0);
cudaEventSynchronize(timerStop);
cudaMemcpy(cpuOutput,gpuOutput,sizeof(int)*maxBlocks*2,cudaMemcpyDeviceToHost);
cudaThreadSynchronize();
float thisTime;
cudaEventElapsedTime(&thisTime,timerStart,timerStop);
cudaEventDestroy(timerStart);
cudaEventDestroy(timerStop);
printf("Elapsed time: %f\n",thisTime);
for (int i=0; i<q; ++i)
printf("%d: %d-%d\n",i,cpuOutput[i],cpuOutput[i+q]);
}
What you get in the output is the block ID, followed by the enter "time" and exit "time". This way you can learn in which order those events occured.
On Fermi, I'm sure that a block is scheduled on a SM as soon there is room for it. I.e., whenever, a SM finishes executing one block, it will execute another block if there is any block left. (However, the actual order is not deterministic).
In older versions, I don't know. But you can verify it by using the build-in clock() function.
For example, I used the following OpenCL kernel code (you can easily convert it to CUDA):
__kernel void test(uint* start, uint* end, float* buffer);
{
int id = get_global_id(0);
start[id] = clock();
__do_something_here;
end[id] = clock();
}
Then output it to a file and build a graph. You will see how visual it is.

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