GPU A rchitectures Architectures Patrick Neill May
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1 GPU Architectures Patrick Neill May 30, 2014
2 Outline CPU versus GPU CUDA GPU Why are they different? Terminology Kepler/Maxwell Graphics Tiled deferred rendering Opportunities What skills you should know
3 CPU - Evolution Problem to solve over time
4 CPU - Priorities Latency Event driven programming Managing complex control flow Branch prediction Speculative execution Reduction of memory/hd access Large caches Small collection of active threads Anything greater than dual core is generally overkill Less space devoted to math
5 GPU - Evolution Problems over time
6 GPU - Priorities Parallelization Work-loads related to games are massively parallel 4K = 3840x2180 ~60fps ~= 500M threads per sec! Latency Trade-off Sacrifices immediate access to data Allow advanced batching and scheduling of data Computation Less complex control flow, more math Most space devoted d to math With a smart thread scheduler to keep it busy
7 Evolution of Modern GPU Fixed function (Geforce 256, Radeon R100) Hardware T&L Render Output Units/ Raster Operations Pipeline (ROPs) Programmability (Geforce 2 -> >7) Vertex, Pixel Evolved with DirectX SM versions, CG Unification (Geforce 8) Generic compute units Geometry shader Generalization (Fermi, Kepler, AMD GCN) Queuing, batching, advanced scheduling Compute focused
8 Future CPU GPU HPC Simpler more power efficient Integration of components Software/language needs Generalization Power efficiency Fast interconnects Heterogeneous computing
9 Why do you care? Companies try to leverage IP Obviously biased (except me of course, you can trust me ) Understand what architectures are best for the problem you need to solve N-Body = GPU GUI = CPU
10 CUDA Compute Unified Device Architecture NVIDIA invented parallel language OpenCL is similar Turns off graphics oriented features Disables: rasterizer, input assembler, output merger Turns on compute oriented features LD/ST to generic buffers Support for advanced scheduling features
11 CUDA Constructs Thread ~Work item Block/CTA ~Work group Gid Grid ~Index space
12 CUDA Constructs Thread Per-thread local memory Warp = 32 threads Share through local memory Block/CTA = Group of warps Shared mem per CTA: inter-cta sync/communication Grid = Group of CTAs that share the same kernel Global mem for cross-cta communication Defined by user (compute) Reflect communication
13 Warp
14 Compute - Integration Utilize existing libraries cufft (10x faster) cublas (6-17x faster) cusparse (8x faster) Application integration DIY Matlab Mathematica CUDA OpenCL DirectX Compute Source:
15 Compute - Integration OpenACC #include <stdio.h> #define N int main(void) { double pi = 0.0f; 0f; long i; #pragma acc region for for (i=0; i<n; i++) { double t= (double)((i+0.5)/n); pi +=4.0/(1.0+t*t); } } printf("pi=%16.15f\n",pi/n); return 0; cufft #define NX 64 #define NY 64 #define NZ 128 cuffthandle plan; cufftcomplex *data1 data1, *data2; cudamalloc((void**)&data1, sizeof(cufftcomplex)*nx*ny*nz); cudamalloc((void**)&data2, sizeof(cufftcomplex)*nx*ny*nz); /* Create a 3D FFT plan. */ cufftplan3d(&plan, NX, NY, NZ, CUFFT_C2C); /* Transform the first signal in place. */ cufftexecc2c(plan, data1, data1, CUFFT_FORWARD); /* Transform the second signal using the same plan. */ cufftexecc2c(plan, data2, data2, CUFFT_FORWARD); /* Destroy the cufft plan. */ cufftdestroy(plan); cudafree(data1); cudafree(data2);
16 Dynamic Parallelism Dynamic Parallelism Allow the GPU to create work for itself Remove CPU -> GPU sync points
17 Dynamic Parallelism
18 Why do you care? Constructs reflect: Warps Communication boundaries Read/write coherency Low level primitive HW operates on Blocks/CTAs are made up of integer # of warps AMD/Intel HPC chips are similar Use existing libraries Don t reinvent the wheel
19 GPU Yesterday Geforce 3 Source:
20 Kepler GK110
21 Kepler GPC Similar to a CPU core Stamp out for scaling Contains multiple SMXs Graphics Features Polymorph Engine Raster Engine Independent execution Compute Features Independent Kernels ~CTA (work group)
22 Kepler SMX Schedule threads efficiently Maximize Utilization 192 CUDA Cores 64 DP units 32 SFU 32 LD/ST Perfect utilization? 320 threads available per clock
23 Kepler Scheduler
24 Maxwell GM107
25 Maxwell GPC 5 SMMs per GPC Kepler had 2 SMXs ~90% perf of SMX But *much* smaller More power efficient Scheduling changes
26 Maxwell GPC
27 Maxwell SMM Schedule threads efficiently Maximize Utilization 128 CUDA Cores 32 SFU 32 LD/ST Warps scheduling Each scheduler owns cores Own instruction buffer Still 2x dispatch unit
28 Maxwell Utilization Avoid Divergence! Shuffle your program to avoid divergence within a warp Size of CTA matters! Programmer thinks in CTAs, HW operates on warps CTA size 48 threads 32 thread warp architecture 48/32 = 1.5 warps, second warp is partially occupied Scheduler 2 dispatch units need two independent inst per warp Series of dependent instructions = Poor utilization
29 Maxwell Utilization Latency Memory access - ~10 cycles -> 800 cycles Cuda cores take a few cycles to complete Contention for limited resources 64K regs/sm * SM / 64 Warps * Warp / 32 Threads 32 regs/thread before # of warps/sm decrease High # of warps vital for high utilization Balance work-load Tex versus FP versus SFU versus LD/ST Avoid peak utilization of any one unit
30 Kepler SMX Each CUDA Core can do FMA = 2 FLOP 192 CUDA Cores per SMX, 15x2 SMX (Titan Z) FLOP/clock 705 Mhz (876 Mhz boost) 8.1 TFLOPs (10 TFLOPs boost) Intel Xeon E GFLOPs (AVX) XBox One PS TFLOPs 1.84 TFLOPs
31 Infiltrator Demo Tiled deferred shading Temporal anti-aliasing Tessellation and Displacement Millions of particles, colliding/lit by the environment Physically based materials/lighting (static GI)
32 Deferred shading Render to G-Buffer Material Normal Depth Defer shading Wait until all objects are rendered Use pixel position plus G-Buffer Shading done exactly once per pixel
33 Deferred shading
34 Tiled Deferred Shading Render to G-Buffer (Materials, Normal, Depth) per pixel Segment screen into tiles (think parallel) DICE 2011 GDC presentation Compute light-tile intersection Output culled light list to buffer Perform per pixel light pass (Materials,Normal,Depth) + pixel pos Fetch list of lights hitting tile containing pixel Iterate + Light
35 Tiled Deferred Shading
36 Opportunities NVIDIA/AMD/Intel (Samsung/Qualcomm/Apple) Strong C/C++ Strong OS/Algorithms fundamentals Parallel Programming w/ emphasis on Performance Compiler experience a plus Graphics knowledge a plus Other industries Games Industry Seismic Processing Biochemistry simulations Weather/climate modeling CAD
37 Questions?
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