I have problems with write performance of fseek()/fwrite() on my Mac. I'm operating on large files up to 4 GB of size, tests below were made with a rather small one with only 120 MB. My strategy is as follows:
fopen() a new file on disk
fill the file with zeroes (takes ~3 seconds)
write small blocks of data to random positions (30.000 blocks, 4k each)
The whole procedure takes around 120 seconds.
The write strategy is bound to an image rotation algorithm (see my question here) and unless someone comes up with a faster solution for the rotation problem, I'm not able to change the strategy of using fseek() and then writing 4k or less to the file.
What I am observing is this: The first few thousand fseek()/fwrite() perform quite well, but the performance drops very fast, faster than you would expect from any system cache being filled up. The chart below shows fwrite()s per second vs time in seconds. As you see, after 7 seconds the fseek()/fwrite() rate reaches approx. 200 per second, still going down until it reaches 100 per second at the very end of the process.
In the middle of the process (2 or 3 times), the OS decides to flush file contents to disk which I can see from my console output hanging a few seconds, during that time I have approx. 5 MB/s write on my disk (which isn't that much). After fclose() the system seems to write the whole file, I see 20 MB/s disk activity for a longer period of time.
If I use fflush() every 5.000 fwrite()s, the behaviour doesn't change at all. Putting in fclose()/fopen() to force flushing somehow speeds up the whole thing by approx. 10%.
I did profile the process (screenshot below) and you see, that virtually all time is spent inside fwrite() and fseek() which can be drilled down to __write_nocancel() for both of them.
Completely absurd summary
Imagine the case where my input data fits into my buffers completely and thus I'm able to write my rotated output data linearly without the need to split the write process into fragments. I still use fseek() to position the file pointer, just because the logic of the writing function behaves that way, but the file pointer in this case is set to the same position where it already was. One would expect no performance impact. Wrong.
What is absurd is, if I remove the calls to fseek() for that special case, my function finishes within 2.7 seconds instead of 120 seconds.
Now, after a long foreword, the question is: Why does fseek() have such an impact on performance, even if I seek to the same position? How could I speed it up (by another strategy or other function calls, disabling caching if possible, memory mapped access, ...)?
For reference, here's my code (not tidied up, not optimized, containing lots of debug output):
-(bool)writeRotatedRaw:(TIFF*)tiff toFile:(NSString*)strFile
{
if(!tiff) return NO;
if(!strFile) return NO;
NSLog(#"Starting to rotate '%#'...", strFile);
FILE *f = fopen([strFile UTF8String], "w");
if(!f)
{
NSString *msg = [NSString stringWithFormat:#"Could not open '%#' for writing.", strFile];
NSRunAlertPanel(#"Error", msg, #"OK", nil, nil);
return NO;
}
#define LINE_CACHE_SIZE (1024*1024*256)
int h = [tiff iImageHeight];
int w = [tiff iImageWidth];
int iWordSize = [tiff iBitsPerSample]/8;
int iBitsPerPixel = [tiff iBitsPerSample];
int iLineSize = w*iWordSize;
int iLinesInCache = LINE_CACHE_SIZE / iLineSize;
int iLinesToGo = h, iLinesToRead;
NSLog(#"Creating temporary file");
double time = CACurrentMediaTime();
double lastTime = time;
unsigned char *dummy = calloc(iLineSize, 1);
for(int i=0; i<h; i++) fwrite(dummy, 1, iLineSize, f);
free(dummy);
fclose(f);
f = fopen([strFile UTF8String], "w");
NSLog(#"Created temporary file (%.1f MB) in %.1f seconds", (float)iLineSize*(float)h/1024.0f/1024.0f, CACurrentMediaTime()-time);
fseek(f, 0, SEEK_SET);
lastTime = CACurrentMediaTime();
time = CACurrentMediaTime();
int y=0;
unsigned char *ucRotatedPixels = malloc(iLinesInCache*iWordSize);
unsigned short int *uRotatedPixels = (unsigned short int*)ucRotatedPixels;
unsigned char *ucLineCache = malloc(w*iWordSize*iLinesInCache);
unsigned short int *uLineCache = (unsigned short int*)ucLineCache;
unsigned char *uc;
unsigned int uSizeCounter=0, uMaxSize = iLineSize*h, numfwrites=0, lastwrites=0;
while(iLinesToGo>0)
{
iLinesToRead = iLinesToGo;
if(iLinesToRead>iLinesInCache) iLinesToRead = iLinesInCache;
for(int i=0; i<iLinesToRead; i++)
{
// read as much lines as fit into buffer
uc = [tiff getRawLine:y+i withBitsPerPixel:iBitsPerPixel];
memcpy(ucLineCache+i*iLineSize, uc, iLineSize);
}
for(int x=0; x<w; x++)
{
if(iBitsPerPixel==8)
{
for(int i=0; i<iLinesToRead; i++)
{
ucRotatedPixels[iLinesToRead-i-1] = ucLineCache[i*w+x];
}
fseek(f, w*x+(h-y-1), SEEK_SET);
fwrite(ucRotatedPixels, 1, iLinesToRead, f);
numfwrites++;
uSizeCounter += iLinesToRead;
if(CACurrentMediaTime()-lastTime>1.0)
{
lastTime = CACurrentMediaTime();
NSLog(#"Progress: %.1f %%, x=%d, y=%d, iLinesToRead=%d\t%d", (float)uSizeCounter * 100.0f / (float)uMaxSize, x, y, iLinesToRead, numfwrites);
}
}
else
{
for(int i=0; i<iLinesToRead; i++)
{
uRotatedPixels[iLinesToRead-i-1] = uLineCache[i*w+x];
}
fseek(f, (w*x+(h-y-1))*2, SEEK_SET);
fwrite(uRotatedPixels, 2, iLinesToRead, f);
uSizeCounter += iLinesToRead*2;
if(CACurrentMediaTime()-lastTime>1.0)
{
lastTime = CACurrentMediaTime();
NSLog(#"Progress: %.1f %%, x=%d, y=%d, iLinesToRead=%d\t%d", (float)uSizeCounter * 100.0f / (float)uMaxSize, x, y, iLinesToRead, numfwrites);
}
}
}
y += iLinesInCache;
iLinesToGo -= iLinesToRead;
}
free(ucLineCache);
free(ucRotatedPixels);
fclose(f);
NSLog(#"Finished, %.1f s", (CACurrentMediaTime()-time));
return YES;
}
I'm a bit lost because I do not understand how the system "optimizes" my calls. Any input is appreciated.
Just to somehow close this question, I'll answer it myself and share my solution.
Although I wasn't able to improve the performance of the fseek() calls, I did implement a well performing workaround. The aim was to avoid fseek() at any cost. Because I need to write fragments of data to different positions of the target file but those fragments appear in equal distance and the gaps between those fragments will be filled with other fragments written somewhat later in the process, I splitted the writing into multiple files. I write to as many files as fragment streams are generated and then, in a last step, re-open all those temporary files, read them rotational and linearly write data blocks to the target file. The performance of this is good, reaching approx. 4 seconds for the example given above.
Related
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.
We have been experimenting with different histogramming algorithms on a CUDA GPU. Most of the results I can explain, but we noticed some really weird features of which I have no clue what is causing them.
Kernels
The weird stuff happens in a data-parallel implementation. This means that the data is distributed over the threads. Each thread looks at a subset (ideally just 1) of the data, and adds its contribution to a histogram in global memory, which requires atomic operations.
__global__ void histogram1(float *data, uint *hist, uint n, float xMin, float binWidth, uin\
t nBins)
{
uint const nThreads = blockDim.x * gridDim.x;
uint const tid = threadIdx.x + blockIdx.x * blockDim.x;
uint idx = tid;
while (idx < n)
{
float x = data[idx];
uint bin = (x - xMin) / binWidth;
atomicAdd(hist + bin, 1);
idx += nThreads;
}
}
As a first optimization, each block first constructs a partial histogram in shared memory before doing a reduction of partial histograms to obtain the final result in global memory. The code is pretty straightforward, and I believe that it's very similar to that used in Cuda By Example.
__global__ void histogram2(float *data, uint *hist, uint n,
float xMin, float binWidth, uint nBins)
{
extern __shared__ uint partialHist[]; // size = nBins * sizeof(uint)
uint const nThreads = blockDim.x * gridDim.x;
uint const tid = threadIdx.x + blockIdx.x * blockDim.x;
// initialize shared memory to 0
uint idx = threadIdx.x;
while (idx < nBins)
{
partialHist[idx] = 0;
idx += blockDim.x;
}
__syncthreads();
// Calculate partial histogram (in shared mem)
idx = tid;
while (idx < n)
{
float x = data[idx];
uint bin = (x - xMin) / binWidth;
atomicAdd(partialHist + bin, 1);
idx += nThreads;
}
__syncthreads();
// Compute resulting total (global) histogram
idx = threadIdx.x;
while (idx < nBins)
{
atomicAdd(hist + idx, partialHist[idx]);
idx += blockDim.x;
}
}
Results
Speedup vs n
We benchmarked these two kernels to see how they behave as a function of n, which is the number of datapoints. The data was uniform randomly distributed. In the figure below, HIST_DP_1 is the unoptimized trivial version, whereas HIST_DP_2 is the one using shared memory to speed things up:
The timings have been taken relative to the CPU performance, and the weird stuff happens for very large datasets. The optimizing function, instead of flattening out like the unoptimized version, starts to improve again (relatively). We'd expect that for large datasets, the occupancy of our card will be near 100%, which would mean that from that point on the performance would scale linearly, like the CPU (and indeed the unoptimized blue curve).
The behavior could be due to the fact that the chance of having two threads performing an atomic operation on the same bin in shared/global memory going to zero for large data-sets, but in that case we would expect the drop to be in different places for different nBins. This is not what we observe, the drop is in all three panels at around 10^7 bins. What is happening here? Some complicated caching effect? Or is it something obvious that we missed?
Speedup vs nBins
To have a closer look at the behavior as a function of the number of bins, we fixed our dataset at 10^4 (10^5 in one case), and ran the algorithms for many different bin-numbers.
As a reference we also generated some non-random data. The red graph shows the results for perfectly sorted data, whereas the light-blue line corresponds to a dataset in which every value was identical (maximal congestion in the atomic operations). The question is obvious: what is the discontinuity doing there?
System Setup
NVidia Tesla M2075, driver 319.37
Cuda 5.5
Intel(R) Xeon(R) CPU E5-2603 0 # 1.80GHz
Thanks for your help!
EDIT: Reproduction Case
As requested: a compiling, runnable reproduction case. The code is quite long, which is why I didn't include it in the first place. The snippet is available on snipplr. To make your life even more easy, I'll include a little shell-script to run it for the same settings I used, and an Octave script to produce the plots.
Shell script
#!/bin/bash
runs=100
# format: [n] [nBins] [t_cpu] [t_gpu1] [t_gpu2]
for nBins in 100 1000 10000
do
for n in 10 50 100 200 500 1000 2000 5000 10000 50000 100000 500000 1000000 10000000 100000000
do
echo -n "$n $nBins "
./repro $n $nBins $runs
done
done
Octave script
T = load('repro.txt');
bins = unique(T(:,2));
t = cell(1, numel(bins));
for i = 1:numel(bins)
t{i} = T(T(:,2) == bins(i), :);
subplot(2, numel(bins), i);
loglog(t{i}(:,1), t{i}(:,3:5))
title(sprintf("nBins = %d", bins(i)));
legend("cpu", "gpu1", "gpu2");
subplot(2, numel(bins), i + numel(bins));
loglog(t{i}(:,1), t{i}(:,4)./t{i}(:,3), ...
t{i}(:,1), t{i}(:,5)./t{i}(:,3));
title("relative");
legend("gpu1/cpu", "gpu2/cpu");
end
Absolute Timings
Absolute timings show that it's not the CPU slowing down. Instead, the GPU is speeding up relatively:
Regarding question 1:
This is not what we observe, the drop is in all three panels at around 10^7 bins. What is happening here? Some complicated caching effect? Or is it something obvious that we missed?
This drop is due to the limit you've set on the maximum number of blocks (1<<14 == 16384). At n=10^7 gpuBench2 the limit has kicked in, and each thread starts processing multiple elements. At n=10^8 each thread works on 12 (sometimes 11) elements. If you remove this cap you can see that your performance continues to flatline.
Why is this faster? Multiple elements per thread allows for latency of the load from data to be hidden much better, especially in the case with 10000 bins where you are only able to fit one block on to each SM due to the high shared memory usage. In this case, every element in the block will reach the global load at around the same time, and none will be able to continue until it has completed its load. By having multiple elements we can pipeline these loads, getting many elements per thread for the latency of one.
(You don't see this in gupBench1 as it is not latency bound, but bandwidth bound to L2. You can see this very quickly if you import the output of nvprof into the visual profiler)
Regarding question 2:
The question is obvious: what is the discontinuity doing there?
I don't have a Fermi to hand, and I can't reproduce this on my Kepler, so I'd assume it's something that is Fermi specific. That's the danger of answering questions with two parts, I suppose!
On Darwin, the POSIX standard clock_gettime(CLOCK_MONOTONIC) timer is not available. Instead, the highest resolution monotonic timer is obtained through the mach_absolute_time function from mach/mach_time.h.
The result returned may be an unadjusted tick count from the processor, in which case the time units could be a strange multiple. For example, on a CPU with a 33MHz tick count, Darwin returns 1000000000/33333335 as the exact units of the returned result (ie, multiply the mach_absolute_time by that fraction to obtain a nanosecond value).
We usually wish to convert from exact ticks to "standard" (decimal) units, but unfortunately, naively multiplying the absolute time by the fraction will overflow even in 64-bit arithmetic. This is an error that Apple's sole piece of documentation on mach_absolute_time falls into (Technical Q&A QA1398).1
How should I write a function that correctly uses mach_absolute_time?
Note that this is not a theoretical problem: the sample code in QA1398 completely fails to work on PowerPC-based Macs. On Intel Macs, mach_timebase_info always returns 1/1 as the scaling factor because the CPU's raw tick count is unreliable (dynamic speed-stepping), so the API does the scaling for you. On PowerPC Macs, mach_timebase_info returns either 1000000000/33333335 or 1000000000/25000000, so Apple's provided code definitely overflows every few minutes. Oops.
Most-precise (best) answer
Perform the arithmetic at 128-bit precision to avoid the overflow!
// Returns monotonic time in nanos, measured from the first time the function
// is called in the process.
uint64_t monotonicTimeNanos() {
uint64_t now = mach_absolute_time();
static struct Data {
Data(uint64_t bias_) : bias(bias_) {
kern_return_t mtiStatus = mach_timebase_info(&tb);
assert(mtiStatus == KERN_SUCCESS);
}
uint64_t scale(uint64_t i) {
return scaleHighPrecision(i - bias, tb.numer, tb.denom);
}
static uint64_t scaleHighPrecision(uint64_t i, uint32_t numer,
uint32_t denom) {
U64 high = (i >> 32) * numer;
U64 low = (i & 0xffffffffull) * numer / denom;
U64 highRem = ((high % denom) << 32) / denom;
high /= denom;
return (high << 32) + highRem + low;
}
mach_timebase_info_data_t tb;
uint64_t bias;
} data(now);
return data.scale(now);
}
A simple low-resolution answer
// Returns monotonic time in nanos, measured from the first time the function
// is called in the process. The clock may run up to 0.1% faster or slower
// than the "exact" tick count.
uint64_t monotonicTimeNanos() {
uint64_t now = mach_absolute_time();
static struct Data {
Data(uint64_t bias_) : bias(bias_) {
kern_return_t mtiStatus = mach_timebase_info(&tb);
assert(mtiStatus == KERN_SUCCESS);
if (tb.denom > 1024) {
double frac = (double)tb.numer/tb.denom;
tb.denom = 1024;
tb.numer = tb.denom * frac + 0.5;
assert(tb.numer > 0);
}
}
mach_timebase_info_data_t tb;
uint64_t bias;
} data(now);
return (now - data.bias) * data.tb.numer / data.tb.denom;
}
A fiddly solution using low-precision arithmetic but using continued fractions to avoid loss of accuracy
// This function returns the rational number inside the given interval with
// the smallest denominator (and smallest numerator breaks ties; correctness
// proof neglects floating-point errors).
static mach_timebase_info_data_t bestFrac(double a, double b) {
if (floor(a) < floor(b))
{ mach_timebase_info_data_t rv = {(int)ceil(a), 1}; return rv; }
double m = floor(a);
mach_timebase_info_data_t next = bestFrac(1/(b-m), 1/(a-m));
mach_timebase_info_data_t rv = {(int)m*next.numer + next.denum, next.numer};
return rv;
}
// Returns monotonic time in nanos, measured from the first time the function
// is called in the process. The clock may run up to 0.1% faster or slower
// than the "exact" tick count. However, although the bound on the error is
// the same as for the pragmatic answer, the error is actually minimized over
// the given accuracy bound.
uint64_t monotonicTimeNanos() {
uint64_t now = mach_absolute_time();
static struct Data {
Data(uint64_t bias_) : bias(bias_) {
kern_return_t mtiStatus = mach_timebase_info(&tb);
assert(mtiStatus == KERN_SUCCESS);
double frac = (double)tb.numer/tb.denom;
uint64_t spanTarget = 315360000000000000llu; // 10 years
if (getExpressibleSpan(tb.numer, tb.denom) >= spanTarget)
return;
for (double errorTarget = 1/1024.0; errorTarget > 0.000001;) {
mach_timebase_info_data_t newFrac =
bestFrac((1-errorTarget)*frac, (1+errorTarget)*frac);
if (getExpressibleSpan(newFrac.numer, newFrac.denom) < spanTarget)
break;
tb = newFrac;
errorTarget = fabs((double)tb.numer/tb.denom - frac) / frac / 8;
}
assert(getExpressibleSpan(tb.numer, tb.denom) >= spanTarget);
}
mach_timebase_info_data_t tb;
uint64_t bias;
} data(now);
return (now - data.bias) * data.tb.numer / data.tb.denom;
}
The derivation
We aim to reduce the fraction returned by mach_timebase_info to one that is essentially the same, but with a small denominator. The size of the timespan that we can handle is limited only by the size of the denominator, not the numerator of the fraction we shall multiply by:
uint64_t getExpressibleSpan(uint32_t numer, uint32_t denom) {
// This is just less than the smallest thing we can multiply numer by without
// overflowing. ceilLog2(numer) = 64 - number of leading zeros of numer
uint64_t maxDiffWithoutOverflow = ((uint64_t)1 << (64 - ceilLog2(numer))) - 1;
return maxDiffWithoutOverflow * numer / denom;
}
If denom=33333335 as returned by mach_timebase_info, we can handle differences of up to 18 seconds only before the multiplication by numer overflows. As getExpressibleSpan shows, by calculating a rough lower bound for this, the size of numer doesn't matter: halving numer doubles maxDiffWithoutOverflow. The only goal therefore is to produce a fraction close to numer/denom that has a smaller denominator. The simplest method to do this is using continued fractions.
The continued fractions method is rather handy. bestFrac clearly works correctly if the provided interval contains an integer: it returns the least integer in the interval over 1. Otherwise, it calls itself recursively with a strictly larger interval and returns m+1/next. The final result is a continued fraction that can be shown by induction to have the correct property: it's optimal, the fraction inside the given interval with the least denominator.
Finally, we reduce the fraction Darwin passes us to a smaller one to use when rescaling the mach_absolute_time to nanoseconds. We may introduce an error here because we can't reduce the fraction in general without losing accuracy. We set ourselves the target of 0.1% error, and check that we've reduced the fraction enough for common timespans (up to ten years) to be handled correctly.
Arguably the method is over-complicated for what it does, but it handles correctly anything the API can throw at it, and the resulting code is still short and extremely fast (bestFrac typically recurses only three or four iterations deep before returning a denominator less than 1000 for random intervals [a,a*1.002]).
You're worrying about overflow when multiplying/dividing with values from the mach_timebase_info struct, which is used for conversion to nanoseconds. So, while it may not fit your exact needs, there are easier ways to get a count in nanoseconds or seconds.
All solutions below are using mach_absolute_time internally (and NOT the wall clock).
Use double instead of uint64_t
(supported in Objective-C and Swift)
double tbInSeconds = 0;
mach_timebase_info_data_t tb;
kern_return_t kError = mach_timebase_info(&tb);
if (kError == 0) {
tbInSeconds = 1e-9 * (double)tb.numer / (double)tb.denom;
}
(remove the 1e-9 if you want nanoseconds)
Usage:
uint64_t start = mach_absolute_time();
// do something
uint64_t stop = mach_absolute_time();
double durationInSeconds = tbInSeconds * (stop - start);
Use ProcessInfo.processInfo.systemUptime
(supported in Objective-C and Swift)
It does the job in double seconds directly:
CFTimeInterval start = NSProcessInfo.processInfo.systemUptime;
// do something
CFTimeInterval stop = NSProcessInfo.processInfo.systemUptime;
NSTimeInterval durationInSeconds = stop - start;
For reference, source code of systemUptime
just does something similar as previous solution:
struct mach_timebase_info info;
mach_timebase_info(&info);
__CFTSRRate = (1.0E9 / (double)info.numer) * (double)info.denom;
__CF1_TSRRate = 1.0 / __CFTSRRate;
uint64_t tsr = mach_absolute_time();
return (CFTimeInterval)((double)tsr * __CF1_TSRRate);
Use QuartzCore.CACurrentMediaTime()
(supported in Objective-C and Swift)
Same as systemUptime, but without being open source.
Use Dispatch.DispatchTime.now()
(supported in Swift only)
Another wrapper around mach_absolute_time(). Base precision is nanoseconds, backed with UInt64.
DispatchTime start = DispatchTime.now()
// do something
DispatchTime stop = DispatchTime.now()
TimeInterval durationInSeconds = Double(end.uptimeNanoseconds - start.uptimeNanoseconds) / 1_000_000_000
For reference, source code of DispatchTime.now() says it basically simply returns a struct DispatchTime(rawValue: mach_absolute_time()). And the calculation for uptimeNanoseconds is:
(result, overflow) = result.multipliedReportingOverflow(by: UInt64(DispatchTime.timebaseInfo.numer))
result = overflow ? UInt64.max : result / UInt64(DispatchTime.timebaseInfo.denom)
So it just discards results if the multiplication can't be stored in an UInt64.
If mach_absolute_time() sets the uint64 back to 0 then reset the time calculations if less than the last check.
That's the problem, they don't document what happens when the uint64 reaches all ones (binary).
read it. https://developer.apple.com/documentation/kernel/1462446-mach_absolute_time
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.
I am trying to limit my application send rate to 900kbps but the problem is that the protocol I use is message oriented and the messages have very different sizes. I can have messages from 40 bytes all the way up to 125000 bytes and all messages are send as atomic units.
I tried implementing a token bucket buffer but if I set a low bucket size the big packets never get send and a larger bucket will result in a large burst with no rate limiting at all.
This is my small implementation in C:
typedef struct token_buffer {
size_t capacity;
size_t tokens;
double rate;
uint64_t timestamp;
} token_buffer;
static uint64_t time_now()
{
struct timeval ts;
gettimeofday(&ts, NULL);
return (uint64_t)(ts.tv_sec * 1000 + ts.tv_usec/1000);
}
static int token_buffer_init(token_buffer *tbf, size_t max_burst, double rate)
{
tbf->capacity = max_burst;
tbf->tokens = max_burst;
tbf->rate = rate;
tbf->timestamp = time_now();
}
static size_t token_buffer_consume(token_buffer *tbf, size_t bytes)
{
// Update the tokens
uint64_t now = time_now();
size_t delta = (size_t)(tbf->rate * (now - tbf->timestamp));
tbf->tokens = (tbf->capacity < tbf->tokens+delta)?tbf->capacity:tbf->tokens+delta;
tbf->timestamp = now;
fprintf(stdout, "TOKENS %d bytes: %d\n", tbf->tokens, bytes);
if(bytes <= tbf->tokens) {
tbf->tokens -= bytes;
} else {
return -1;
}
return 0;
}
Then somewhere in main():
while(1) {
len = read_msg(&msg, file);
// Loop until we have enough tokens.
// if len is larger than the bucket capacity the loop never ends.
// if the capacity is too large then no rate limit occurs.
while(token_buffer_consume(&tbf,msg, len) != 0) {}
send_to_net(&msg, len);
}
You are limiting your maximum message size by max_burst (which gets assigned to tbf->capacity in the beginning) - since the tbf->tokens never increments beyond that value, bigger messages will never get sent due to this check:
if(bytes <= tbf->tokens) {
tbf->tokens -= bytes;
} else {
return -1;
}
So, the code indeed sets a hard limit on burst to be max_burst - so you should fragment your messages if you want this burst size.
Assuming this is the only place in the code where you can insert the limiter, you might get a better result if you replace the above piece with:
if(tbf->tokens > 0) {
tbf->tokens -= bytes;
} else {
return -1;
}
The semantic will be slightly different, but on average over a long period of time it should get you approximately the rate you are looking for. Of course, if you send 125K in one message over a 1gbps link, one can hardly talk about 900kbps rate - it will be full 1gbps burst of packets, and they will need to be queued somewhere in case there are lower-speed links - hence be prepared to lose some of the packets in that case.
But, depending on your application and the transport network protocol that you are using (TCP/UDP/SCTP/...?) you might want to move the shaping code down the stack - because packets on the network typically are only maximum 1500 bytes anyway (that includes various network/transport protocol headers)
One thing which might be interesting for testing is http://www.linuxfoundation.org/en/Net:Netem - if your objective is trying to tackle the smaller-capacity links. Or, grab a couple of older routers with 1mbps serial ports connected back to back.