CUDA C Programming Guide
CUDA C Programming Guide
Design Guide
www.nvidia.com
PG-02829-001_v5.0|ii
TABLE OF CONTENTS
Chapter 1. Introduction.........................................................................................1 1.1From Graphics Processing to General Purpose Parallel Computing............................... 1 1.2CUDA: A General-Purpose Parallel Computing Platform and Programming Model............. 3 1.3A Scalable Programming Model.........................................................................4 1.4 Document Structure...................................................................................... 5 Chapter 2. Programming Model............................................................................... 7 2.1 Kernels......................................................................................................7 2.2 Thread Hierarchy......................................................................................... 8 2.3 Memory Hierarchy.......................................................................................10 2.4 Heterogeneous Programming.......................................................................... 11 2.5 Compute Capability..................................................................................... 12 Chapter3.Programming Interface..........................................................................14 3.1 Compilation with NVCC................................................................................ 14 3.1.1 Compilation Workflow.............................................................................15 3.1.1.1 Offline Compilation.......................................................................... 15 3.1.1.2Just-in-Time Compilation....................................................................15 3.1.2 Binary Compatibility...............................................................................16 3.1.3 PTX Compatibility..................................................................................16 3.1.4 Application Compatibility.........................................................................16 3.1.5 C/C++ Compatibility...............................................................................17 3.1.6 64-Bit Compatibility............................................................................... 17 3.2 CUDA C Runtime........................................................................................ 18 3.2.1 Initialization........................................................................................ 18 3.2.2 Device Memory..................................................................................... 19 3.2.3 Shared Memory..................................................................................... 21 3.2.4 Page-Locked Host Memory........................................................................27 3.2.4.1 Portable Memory..............................................................................28 3.2.4.2Write-Combining Memory....................................................................28 3.2.4.3 Mapped Memory.............................................................................. 28 3.2.5Asynchronous Concurrent Execution............................................................ 29 3.2.5.1Concurrent Execution between Host and Device........................................ 29 3.2.5.2Overlap of Data Transfer and Kernel Execution......................................... 30 3.2.5.3Concurrent Kernel Execution............................................................... 30 3.2.5.4Concurrent Data Transfers.................................................................. 30 3.2.5.5 Streams.........................................................................................30 3.2.5.6 Events.......................................................................................... 34 3.2.5.7 Synchronous Calls.............................................................................34 3.2.6 Multi-Device System............................................................................... 34 3.2.6.1 Device Enumeration.......................................................................... 35 3.2.6.2 Device Selection.............................................................................. 35
www.nvidia.com
PG-02829-001_v5.0|iii
3.2.6.3Stream and Event Behavior................................................................. 35 3.2.6.4Peer-to-Peer Memory Access................................................................36 3.2.6.5Peer-to-Peer Memory Copy..................................................................36 3.2.7Unified Virtual Address Space................................................................... 37 3.2.8 Error Checking......................................................................................37 3.2.9 Call Stack........................................................................................... 38 3.2.10Texture and Surface Memory................................................................... 38 3.2.10.1 Texture Memory............................................................................. 38 3.2.10.2 Surface Memory............................................................................. 47 3.2.10.3 CUDA Arrays..................................................................................50 3.2.10.4 Read/Write Coherency..................................................................... 50 3.2.11 Graphics Interoperability........................................................................51 3.2.11.1OpenGL Interoperability................................................................... 51 3.2.11.2Direct3D Interoperability.................................................................. 53 3.2.11.3 SLI Interoperability......................................................................... 59 3.3 Versioning and Compatibility.......................................................................... 60 3.4 Compute Modes..........................................................................................61 3.5 Mode Switches........................................................................................... 62 3.6Tesla Compute Cluster Mode for Windows.......................................................... 62 Chapter4.Hardware Implementation......................................................................63 4.1 SIMT Architecture....................................................................................... 63 4.2 Hardware Multithreading...............................................................................64 Chapter5.Performance Guidelines........................................................................ 66 5.1Overall Performance Optimization Strategies...................................................... 66 5.2 Maximize Utilization.................................................................................... 66 5.2.1 Application Level.................................................................................. 66 5.2.2 Device Level........................................................................................ 67 5.2.3 Multiprocessor Level...............................................................................67 5.3Maximize Memory Throughput........................................................................ 70 5.3.1Data Transfer between Host and Device....................................................... 70 5.3.2 Device Memory Accesses......................................................................... 71 5.4Maximize Instruction Throughput.....................................................................75 5.4.1 Arithmetic Instructions............................................................................76 5.4.2 Control Flow Instructions......................................................................... 79 5.4.3Synchronization Instruction...................................................................... 80 Appendix A. CUDA-Enabled GPUs........................................................................... 81 AppendixB.C Language Extensions........................................................................ 82 B.1 Function Type Qualifiers............................................................................... 82 B.1.1 __device__.......................................................................................... 82 B.1.2 __global__...........................................................................................82 B.1.3 __host__............................................................................................. 82 B.1.4__noinline__ and __forceinline__............................................................... 83 B.2 Variable Type Qualifiers................................................................................83
www.nvidia.com
PG-02829-001_v5.0|iv
B.2.1 __device__.......................................................................................... 84 B.2.2 __constant__....................................................................................... 84 B.2.3 __shared__.......................................................................................... 84 B.2.4 __restrict__......................................................................................... 85 B.3 Built-in Vector Types................................................................................... 86 B.3.1char, short, int, long, longlong, float, double................................................ 86 B.3.2 dim3..................................................................................................88 B.4 Built-in Variables........................................................................................ 88 B.4.1 gridDim.............................................................................................. 88 B.4.2 blockIdx............................................................................................. 88 B.4.3 blockDim............................................................................................ 88 B.4.4 threadIdx............................................................................................ 88 B.4.5 warpSize.............................................................................................88 B.5 Memory Fence Functions.............................................................................. 88 B.6 Synchronization Functions............................................................................. 90 B.7 Mathematical Functions................................................................................ 91 B.8 Texture Functions....................................................................................... 91 B.8.1 Texture Object API................................................................................ 91 B.8.1.1 tex1Dfetch()................................................................................... 91 B.8.1.2 tex1D()......................................................................................... 91 B.8.1.3 tex2D()......................................................................................... 91 B.8.1.4 tex3D()......................................................................................... 92 B.8.1.5 tex1Dlayered()................................................................................ 92 B.8.1.6 tex2Dlayered()................................................................................ 92 B.8.1.7 texCubemap()................................................................................. 92 B.8.1.8 texCubemapLayered()....................................................................... 92 B.8.1.9 tex2Dgather()................................................................................. 92 B.8.2 Texture Reference API............................................................................ 93 B.8.2.1 tex1Dfetch()................................................................................... 93 B.8.2.2 tex1D()......................................................................................... 93 B.8.2.3 tex2D()......................................................................................... 94 B.8.2.4 tex3D()......................................................................................... 94 B.8.2.5 tex1Dlayered()................................................................................ 94 B.8.2.6 tex2Dlayered()................................................................................ 94 B.8.2.7 texCubemap()................................................................................. 94 B.8.2.8 texCubemapLayered()....................................................................... 94 B.8.2.9 tex2Dgather()................................................................................. 95 B.9 Surface Functions....................................................................................... 95 B.9.1 Surface Object API................................................................................ 95 B.9.1.1 surf1Dread()................................................................................... 95 B.9.1.2 surf1Dwrite.................................................................................... 95 B.9.1.3 surf2Dread()................................................................................... 95 B.9.1.4 surf2Dwrite().................................................................................. 96
www.nvidia.com
PG-02829-001_v5.0|v
B.9.1.5 surf3Dread()................................................................................... 96 B.9.1.6 surf3Dwrite().................................................................................. 96 B.9.1.7 surf1DLayeredread()......................................................................... 96 B.9.1.8 surf1DLayeredwrite().........................................................................97 B.9.1.9 surf2DLayeredread()......................................................................... 97 B.9.1.10 surf2DLayeredwrite()....................................................................... 97 B.9.1.11 surfCubemapread()..........................................................................97 B.9.1.12 surfCubemapwrite().........................................................................98 B.9.1.13surfCubemapLayeredread()................................................................ 98 B.9.1.14surfCubemapLayeredwrite()............................................................... 98 B.9.2 Surface Reference API............................................................................ 98 B.9.2.1 surf1Dread()..................................................................................100 B.9.2.2 surf1Dwrite...................................................................................100 B.9.2.3 surf2Dread()..................................................................................100 B.9.2.4 surf2Dwrite().................................................................................101 B.9.2.5 surf3Dread()..................................................................................101 B.9.2.6 surf3Dwrite().................................................................................101 B.9.2.7 surf1DLayeredread()........................................................................ 101 B.9.2.8 surf1DLayeredwrite()....................................................................... 101 B.9.2.9 surf2DLayeredread()........................................................................ 102 B.9.2.10 surf2DLayeredwrite()......................................................................102 B.9.2.11 surfCubemapread()........................................................................ 102 B.9.2.12 surfCubemapwrite()....................................................................... 102 B.9.2.13surfCubemapLayeredread().............................................................. 103 B.9.2.14surfCubemapLayeredwrite()..............................................................103 B.10 Time Function.........................................................................................103 B.11 Atomic Functions..................................................................................... 103 B.11.1 Arithmetic Functions........................................................................... 104 B.11.1.1 atomicAdd()................................................................................ 104 B.11.1.2 atomicSub()................................................................................. 105 B.11.1.3 atomicExch()............................................................................... 105 B.11.1.4 atomicMin()................................................................................. 105 B.11.1.5 atomicMax()................................................................................ 105 B.11.1.6 atomicInc()..................................................................................106 B.11.1.7 atomicDec().................................................................................106 B.11.1.8 atomicCAS().................................................................................106 B.11.2 Bitwise Functions............................................................................... 106 B.11.2.1 atomicAnd().................................................................................106 B.11.2.2 atomicOr().................................................................................. 107 B.11.2.3 atomicXor()................................................................................. 107 B.12 Warp Vote Functions.................................................................................107 B.13 Warp Shuffle Functions..............................................................................108 B.13.1 Synopsis...........................................................................................108
www.nvidia.com
PG-02829-001_v5.0|vi
B.13.2 Description....................................................................................... 108 B.13.3 Return Value..................................................................................... 109 B.13.4 Notes.............................................................................................. 109 B.13.5 Examples......................................................................................... 110 B.13.5.1Broadcast of a single value across a warp............................................ 110 B.13.5.2Inclusive plus-scan across sub-partitions of 8 threads............................... 110 B.13.5.3Reduction across a warp................................................................. 110 B.14 Profiler Counter Function........................................................................... 111 B.15 Assertion............................................................................................... 111 B.16 Formatted Output.................................................................................... 112 B.16.1 Format Specifiers............................................................................... 113 B.16.2 Limitations....................................................................................... 113 B.16.3Associated Host-Side API...................................................................... 114 B.16.4 Examples......................................................................................... 114 B.17Dynamic Global Memory Allocation and Operations............................................ 115 B.17.1Heap Memory Allocation.......................................................................116 B.17.2Interoperability with Host Memory API......................................................116 B.17.3 Examples......................................................................................... 117 B.17.3.1Per Thread Allocation.....................................................................117 B.17.3.2Per Thread Block Allocation............................................................. 117 B.17.3.3Allocation Persisting Between Kernel Launches.......................................118 B.18 Execution Configuration.............................................................................119 B.19 Launch Bounds........................................................................................ 120 B.20 #pragma unroll....................................................................................... 122 B.21 SIMD Video Instructions............................................................................. 122 AppendixC.Mathematical Functions..................................................................... 124 C.1 Standard Functions.................................................................................... 124 C.2 Intrinsic Functions..................................................................................... 131 AppendixD.C/C++ Language Support.................................................................... 135 D.1 Code Samples.......................................................................................... 135 D.1.1 Data Aggregation Class.......................................................................... 135 D.1.2 Derived Class......................................................................................136 D.1.3 Class Template....................................................................................136 D.1.4 Function Template............................................................................... 136 D.1.5 Functor Class......................................................................................137 D.2 Restrictions............................................................................................. 137 D.2.1 Preprocessor Symbols............................................................................ 137 D.2.2 Qualifiers.......................................................................................... 138 D.2.2.1Device Memory Qualifiers................................................................. 138 D.2.2.2 Volatile Qualifier............................................................................ 139 D.2.3 Pointers............................................................................................ 139 D.2.4 Operators.......................................................................................... 140 D.2.4.1 Assignment Operator....................................................................... 140
www.nvidia.com
PG-02829-001_v5.0|vii
D.2.4.2 Address Operator........................................................................... 140 D.2.5 Functions.......................................................................................... 140 D.2.5.1Compiler generated functions............................................................ 140 D.2.5.2 Function Parameters....................................................................... 141 D.2.5.3Static Variables within Function..........................................................141 D.2.5.4 Function Pointers........................................................................... 141 D.2.5.5 Function Recursion......................................................................... 141 D.2.6 Classes............................................................................................. 141 D.2.6.1 Data Members............................................................................... 141 D.2.6.2 Function Members.......................................................................... 141 D.2.6.3 Virtual Functions............................................................................ 142 D.2.6.4 Virtual Base Classes........................................................................ 142 D.2.6.5 Windows-Specific............................................................................142 D.2.7 Templates..........................................................................................142 Appendix E. Texture Fetching.............................................................................. 144 E.1 Nearest-Point Sampling............................................................................... 144 E.2 Linear Filtering.........................................................................................145 E.3 Table Lookup........................................................................................... 146 AppendixF.Compute Capabilities.........................................................................148 F.1Features and Technical Specifications.............................................................. 148 F.2 Floating-Point Standard............................................................................... 151 F.3 Compute Capability 1.x............................................................................... 153 F.3.1 Architecture........................................................................................153 F.3.2 Global Memory.................................................................................... 154 F.3.3 Shared Memory.................................................................................... 155 F.4 Compute Capability 2.x............................................................................... 157 F.4.1 Architecture........................................................................................157 F.4.2 Global Memory.................................................................................... 159 F.4.3 Shared Memory.................................................................................... 160 F.4.4 Constant Memory................................................................................. 161 F.5 Compute Capability 3.x............................................................................... 161 F.5.1 Architecture........................................................................................161 F.5.2 Global Memory.................................................................................... 163 F.5.3 Shared Memory.................................................................................... 164 Appendix G. Driver API...................................................................................... 169 G.1 Context..................................................................................................171 G.2 Module...................................................................................................172 G.3 Kernel Execution...................................................................................... 172 G.4Interoperablility between Runtime and Driver APIs............................................. 174
www.nvidia.com
PG-02829-001_v5.0|viii
LIST OF FIGURES
Figure1Floating-Point Operations per Second for the CPU and GPU................................... 2 Figure2Memory Bandwidth for the CPU and GPU......................................................... 2 Figure3The GPU Devotes More Transistors to Data Processing.......................................... 3 Figure4CUDA Is Designed to Support Various Languages and Application Programming Interfaces .. 4 Figure 5 Automatic Scalability................................................................................. 5 Figure 6 Grid of Thread Blocks................................................................................ 9 Figure 7 Memory Hierarchy................................................................................... 11 Figure8Heterogeneous Programming....................................................................... 12 Figure9Matrix Multiplication without Shared Memory...................................................23 Figure10Matrix Multiplication with Shared Memory..................................................... 27 Figure11The Driver API Is Backward, but Not Forward Compatible................................... 61 Figure12Nearest-Point Sampling of a One-Dimensional Texture of Four Texels.................... 145 Figure13Linear Filtering of a One-Dimensional Texture of Four Texels in Clamp Addressing Mode .146 Figure14One-Dimensional Table Lookup Using Linear Filtering.......................................147 Figure15Examples of Global Memory Accesses......................................................... 163 Figure 16 ExamplesofStridedSharedMemoryAccessesforDevicesofComputeCapability3.x(in32-bitmode) 166 Figure17Examples of Irregular Shared Memory Accesses for Devices of Compute Capability 3.x . 167 Figure18Library Context Management................................................................... 172
www.nvidia.com
PG-02829-001_v5.0|ix
LIST OF TABLES
Table 1 Cubemap Fetch........................................................................................46 Table2Throughput of Native Arithmetic Instructions.................................................... 76 Table3Alignment Requirements in Device Code..........................................................87 Table4Mathematical Standard Library Functions with Maximum ULP Error.........................125 Table5Mathematical Standard Library Functions with Maximum ULP Error.........................128 Table6Functions Affected by -use_fast_math........................................................... 132 Table7Single-Precision Floating-Point Intrinsic Functions............................................. 133 Table8Double-Precision Floating-Point Intrinsic Functions............................................ 134 Table9Feature Support per Compute Capability........................................................148 Table10Technical Specifications per Compute Capability............................................. 149 Table11Objects Available in the CUDA Driver API......................................................169
www.nvidia.com
PG-02829-001_v5.0|x
Chapter 1. INTRODUCTION
www.nvidia.com
PG-02829-001_v5.0|1
Introduction
www.nvidia.com
PG-02829-001_v5.0|2
Introduction
The reason behind the discrepancy in floating-point capability between the CPU and the GPU is that the GPU is specialized for compute-intensive, highly parallel computation - exactly what graphics rendering is about - and therefore designed such that more transistors are devoted to data processing rather than data caching and flow control, as schematically illustrated by Figure 3 The GPU Devotes More Transistors to Data Processing.
www.nvidia.com
PG-02829-001_v5.0|3
Introduction
www.nvidia.com
PG-02829-001_v5.0|4
Introduction
This decomposition preserves language expressivity by allowing threads to cooperate when solving each sub-problem, and at the same time enables automatic scalability. Indeed, each block of threads can be scheduled on any of the available multiprocessors within a GPU, in any order, concurrently or sequentially, so that a compiled CUDA program can execute on any number of multiprocessors as illustrated by Figure 5 Automatic Scalability, and only the runtime system needs to know the physical multiprocessor count. This scalable programming model allows the GPU architecture to span a wide market range by simply scaling the number of multiprocessors and memory partitions: from the high-performance enthusiast GeForce GPUs and professional Quadro and Tesla computing products to a variety of inexpensive, mainstream GeForce GPUs (see CUDAEnabled GPUs for a list of all CUDA-enabled GPUs).
A GPU is built around an array of Streaming Multiprocessors (SMs) (see Hardware Implementation for more details). A multithreaded program is partitioned into blocks of threads that execute independently from each other, so that a GPU with more multiprocessors will automatically execute the program in less time than a GPU with fewer multiprocessors.
Figure5Automatic Scalability
1.4Document Structure
This document is organized into the following chapters: Introduction is a general introduction to CUDA. Programming Model outlines the CUDA programming model Programming Interface describes the programming interface
www.nvidia.com
PG-02829-001_v5.0|5
Introduction
Hardware Implementation describes the hardware implementation Performance Guidelines gives some guidance on how to achieve maximum performance CUDA-Enabled GPUs lists all CUDA-enabled devices C Language Extensions is a detailed description of all extensions to the C language Mathematical Functions lists the mathematical functions supported in CUDA C/C++ Language Support lists the C++ features supported in device code Texture Fetching gives more details on texture fetching Compute Capabilities gives the technical specifications of various devices, as well as more architectural details Driver API introduces the low-level driver API
www.nvidia.com
PG-02829-001_v5.0|6
This chapter introduces the main concepts behind the CUDA programming model by outlining how they are exposed in C. An extensive description of CUDA C is given in Programming Interface. Full code for the vector addition example used in this chapter and the next can be found in the vectorAdd SDK code sample.
2.1Kernels
CUDA C extends C by allowing the programmer to define C functions, called kernels, that, when called, are executed N times in parallel by N different CUDA threads, as opposed to only once like regular C functions. A kernel is defined using the __global__ declaration specifier and the number of CUDA threads that execute that kernel for a given kernel call is specified using a new <<<>>> execution configuration syntax (see C Language Extensions). Each thread that executes the kernel is given a unique thread ID that is accessible within the kernel through the built-in threadIdx variable. As an illustration, the following sample code adds two vectors A and B of size N and stores the result into vector C:
// Kernel definition __global__ void VecAdd(float* A, float* B, float* C) { int i = threadIdx.x; C[i] = A[i] + B[i]; } int main() { ... // Kernel invocation with N threads VecAdd<<<1, N>>>(A, B, C); ... }
Here, each of the N threads that execute VecAdd() performs one pair-wise addition.
www.nvidia.com
PG-02829-001_v5.0|7
Programming Model
2.2Thread Hierarchy
For convenience, threadIdx is a 3-component vector, so that threads can be identified using a one-dimensional, two-dimensional, or three-dimensional thread index, forming a one-dimensional, two-dimensional, or three-dimensional thread block. This provides a natural way to invoke computation across the elements in a domain such as a vector, matrix, or volume. The index of a thread and its thread ID relate to each other in a straightforward way: For a one-dimensional block, they are the same; for a two-dimensional block of size (Dx, Dy),the thread ID of a thread of index (x, y) is (x + y Dx); for a three-dimensional block of size (Dx, Dy, Dz), the thread ID of a thread of index (x, y, z) is (x + y Dx + z Dx Dy). As an example, the following code adds two matrices A and B of size NxN and stores the result into matrix C:
// Kernel definition __global__ void MatAdd(float A[N][N], float B[N][N], float C[N][N]) { int i = threadIdx.x; int j = threadIdx.y; C[i][j] = A[i][j] + B[i][j]; } int main() { ... // Kernel invocation with one block of N * N * 1 threads int numBlocks = 1; dim3 threadsPerBlock(N, N); MatAdd<<<numBlocks, threadsPerBlock>>>(A, B, C); ... }
There is a limit to the number of threads per block, since all threads of a block are expected to reside on the same processor core and must share the limited memory resources of that core. On current GPUs, a thread block may contain up to 1024 threads. However, a kernel can be executed by multiple equally-shaped thread blocks, so that the total number of threads is equal to the number of threads per block times the number of blocks. Blocks are organized into a one-dimensional, two-dimensional, or three-dimensional grid of thread blocks as illustrated by Figure 6 Grid of Thread Blocks. The number of thread blocks in a grid is usually dictated by the size of the data being processed or the number of processors in the system, which it can greatly exceed.
www.nvidia.com
PG-02829-001_v5.0|8
Programming Model
www.nvidia.com
PG-02829-001_v5.0|9
Programming Model
A thread block size of 16x16 (256 threads), although arbitrary in this case, is a common choice. The grid is created with enough blocks to have one thread per matrix element as before. For simplicity, this example assumes that the number of threads per grid in each dimension is evenly divisible by the number of threads per block in that dimension, although that need not be the case. Thread blocks are required to execute independently: It must be possible to execute them in any order, in parallel or in series. This independence requirement allows thread blocks to be scheduled in any order across any number of cores as illustrated by Figure 1 4, enabling programmers to write code that scales with the number of cores. Threads within a block can cooperate by sharing data through some shared memory and by synchronizing their execution to coordinate memory accesses. More precisely, one can specify synchronization points in the kernel by calling the __syncthreads() intrinsic function; __syncthreads() acts as a barrier at which all threads in the block must wait before any is allowed to proceed. Shared Memory gives an example of using shared memory. For efficient cooperation, the shared memory is expected to be a low-latency memory near each processor core (much like an L1 cache) and __syncthreads() is expected to be lightweight.
2.3Memory Hierarchy
CUDA threads may access data from multiple memory spaces during their execution as illustrated by Figure 7 Memory Hierarchy. Each thread has private local memory. Each thread block has shared memory visible to all threads of the block and with the same lifetime as the block. All threads have access to the same global memory. There are also two additional read-only memory spaces accessible by all threads: the constant and texture memory spaces. The global, constant, and texture memory spaces are optimized for different memory usages (see Device Memory Accesses). Texture memory also offers different addressing modes, as well as data filtering, for some specific data formats (see Texture and Surface Memory). The global, constant, and texture memory spaces are persistent across kernel launches by the same application.
www.nvidia.com
PG-02829-001_v5.0|10
Programming Model
Figure7Memory Hierarchy
2.4Heterogeneous Programming
As illustrated by Figure 8 Heterogeneous Programming, the CUDA programming model assumes that the CUDA threads execute on a physically separate device that operates as a coprocessor to the host running the C program. This is the case, for example, when the kernels execute on a GPU and the rest of the C program executes on a CPU. The CUDA programming model also assumes that both the host and the device maintain their own separate memory spaces in DRAM, referred to as host memory and device memory, respectively. Therefore, a program manages the global, constant, and texture memory spaces visible to kernels through calls to the CUDA runtime (described in Programming Interface). This includes device memory allocation and deallocation as well as data transfer between host and device memory.
www.nvidia.com
PG-02829-001_v5.0|11
Programming Model
Serial code executes on the host while parallel code executes on the device.
Figure8Heterogeneous Programming
2.5Compute Capability
The compute capability of a device is defined by a major revision number and a minor revision number. Devices with the same major revision number are of the same core architecture. The major revision number is 3 for devices based on the Kepler architecture, 2 for devices based on the Fermi architecture, and 1 for devices based on the Tesla architecture.
www.nvidia.com
PG-02829-001_v5.0|12
Programming Model
The minor revision number corresponds to an incremental improvement to the core architecture, possibly including new features. CUDA-Enabled GPUs lists of all CUDA-enabled devices along with their compute capability. Compute Capabilities gives the technical specifications of each compute capability.
www.nvidia.com
PG-02829-001_v5.0|13
CUDA C provides a simple path for users familiar with the C programming language to easily write programs for execution by the device. It consists of a minimal set of extensions to the C language and a runtime library. The core language extensions have been introduced in Programming Model. They allow programmers to define a kernel as a C function and use some new syntax to specify the grid and block dimension each time the function is called. A complete description of all extensions can be found in C Language Extensions. Any source file that contains some of these extensions must be compiled with nvcc as outlined in Compilation with NVCC. The runtime is introduced in Compilation Workflow. It provides C functions that execute on the host to allocate and deallocate device memory, transfer data between host memory and device memory, manage systems with multiple devices, etc. A complete description of the runtime can be found in the CUDA reference manual. The runtime is built on top of a lower-level C API, the CUDA driver API, which is also accessible by the application. The driver API provides an additional level of control by exposing lower-level concepts such as CUDA contexts the analogue of host processes for the device and CUDA modules the analogue of dynamically loaded libraries for the device. Most applications do not use the driver API as they do not need this additional level of control and when using the runtime, context and module management are implicit, resulting in more concise code. The driver API is introduced in Driver API and fully described in the reference manual.
www.nvidia.com
PG-02829-001_v5.0|14
Programming Interface
an overview of nvcc workflow and command options. A complete description can be found in the nvcc user manual.
3.1.1Compilation Workflow
3.1.1.1Offline Compilation
Source files compiled with nvcc can include a mix of host code (i.e., code that executes on the host) and device code (i.e., code that executes on the device). nvccs basic workflow consists in separating device code from host code and then: compiling the device code into an assembly form (PTX code) and/or binary form (cubin object), and modifying the host code by replacing the <<<...>>> syntax introduced in Kernels (and described in more details in Execution Configuration) by the necessary CUDA C runtime function calls to load and launch each compiled kernel from the PTX code and/or cubin object. The modified host code is output either as C code that is left to be compiled using another tool or as object code directly by letting nvcc invoke the host compiler during the last compilation stage. Applications can then: Either link to the compiled host code (this is the most common case), Or ignore the modifed host code (if any) and use the CUDA driver API (see Driver API) to load and execute the PTX code or cubin object.
3.1.1.2Just-in-Time Compilation
Any PTX code loaded by an application at runtime is compiled further to binary code by the device driver. This is called just-in-time compilation. Just-in-time compilation increases application load time, but allows the application to benefit from any new compiler improvements coming with each new device driver. It is also the only way for applications to run on devices that did not exist at the time the application was compiled, as detailed in Application Compatibility. When the device driver just-in-time compiles some PTX code for some application, it automatically caches a copy of the generated binary code in order to avoid repeating the compilation in subsequent invocations of the application. The cache referred to as compute cache is automatically invalidated when the device driver is upgraded, so that applications can benefit from the improvements in the new just-in-time compiler built into the device driver. Environment variables are available to control just-in-time compilation: Setting CUDA_CACHE_DISABLE to 1 disables caching (i.e., no binary code is added to or retrieved from the cache). CUDA_CACHE_MAXSIZE specifies the size of the compute cache in bytes; the default size is 32 MB and the maximum size is 4 GB; binary codes whose size exceeds the cache size are not cached; older binary codes are evicted from the cache to make room for newer binary codes if needed.
www.nvidia.com
PG-02829-001_v5.0|15
Programming Interface
CUDA_CACHE_PATH specifies the folder where the compute cache files are stored; the default values are: on Windows, %APPDATA%\NVIDIA\ComputeCache, on MacOS, $HOME/Library/Application\ Support/NVIDIA/ ComputeCache, on Linux, ~/.nv/ComputeCache Setting CUDA_FORCE_PTX_JIT to 1 forces the device driver to ignore any binary code embedded in an application (see Application Compatibility) and to just-in-time compile embedded PTX code instead; if a kernel does not have embedded PTX code, it will fail to load; this environment variable can be used to validate that PTX code is embedded in an application and that its just-in-time compilation works as expected to guarantee application forward compatibility with future architectures.
3.1.2Binary Compatibility
Binary code is architecture-specific. A cubin object is generated using the compiler option -code that specifies the targeted architecture: For example, compiling with -code=sm_13 produces binary code for devices of compute capability 1.3 (see Compute Capability for a description of the compute capability). Binary compatibility is guaranteed from one minor revision to the next one, but not from one minor revision to the previous one or across major revisions. In other words, a cubin object generated for compute capability X.y is only guaranteed to execute on devices of compute capability X.z where zy.
3.1.3PTX Compatibility
Some PTX instructions are only supported on devices of higher compute capabilities. For example, atomic instructions on global memory are only supported on devices of compute capability 1.1 and above; double-precision instructions are only supported on devices of compute capability 1.3 and above. The -arch compiler option specifies the compute capability that is assumed when compiling C to PTX code. So, code that contains double-precision arithmetic, for example, must be compiled with arch=sm_13 (or higher compute capability), otherwise double-precision arithmetic will get demoted to single-precision arithmetic. PTX code produced for some specific compute capability can always be compiled to binary code of greater or equal compute capability.
3.1.4Application Compatibility
To execute code on devices of specific compute capability, an application must load binary or PTX code that is compatible with this compute capability as described in Binary Compatibility and PTX Compatibility. In particular, to be able to execute code on future architectures with higher compute capability for which no binary code can be generated yet , an application must load PTX code that will be just-in-time compiled for these devices (see Just-in-Time Compilation).
www.nvidia.com
PG-02829-001_v5.0|16
Programming Interface
Which PTX and binary code gets embedded in a CUDA C application is controlled by the -arch and -code compiler options or the -gencode compiler option as detailed in the nvcc user manual. For example,
nvcc x.cu -gencode arch=compute_10,code=sm_10 -gencode arch=compute_11,code=\compute_11,sm_11\
embeds binary code compatible with compute capability 1.0 (first -gencode option) and PTX and binary code compatible with compute capability 1.1 (second -gencode option). Host code is generated to automatically select at runtime the most appropriate code to load and execute, which, in the above example, will be: 1.0 binary code for devices with compute capability 1.0, 1.1 binary code for devices with compute capability 1.1, 1.2, 1.3, binary code obtained by compiling 1.1 PTX code for devices with compute capabilities 2.0 and higher. x.cu can have an optimized code path that uses atomic operations, for example, which are only supported in devices of compute capability 1.1 and higher. The __CUDA_ARCH__ macro can be used to differentiate various code paths based on compute capability. It is only defined for device code. When compiling with arch=compute_11 for example, __CUDA_ARCH__ is equal to 110. Applications using the driver API must compile code to separate files and explicitly load and execute the most appropriate file at runtime. The nvcc user manual lists various shorthands for the -arch, -code, and gencode compiler options. For example, -arch=sm_13 is a shorthand for arch=compute_13 -code=compute_13,sm_13 (which is the same as -gencode arch=compute_13,code=\compute_13,sm_13\).
3.1.5C/C++ Compatibility
The front end of the compiler processes CUDA source files according to C++ syntax rules. Full C++ is supported for the host code. However, only a subset of C++ is fully supported for the device code as described in C/C++ Language Support.
3.1.664-Bit Compatibility
The 64-bit version of nvcc compiles device code in 64-bit mode (i.e., pointers are 64-bit). Device code compiled in 64-bit mode is only supported with host code compiled in 64bit mode. Similarly, the 32-bit version of nvcc compiles device code in 32-bit mode and device code compiled in 32-bit mode is only supported with host code compiled in 32-bit mode. The 32-bit version of nvcc can compile device code in 64-bit mode also using the -m64 compiler option. The 64-bit version of nvcc can compile device code in 32-bit mode also using the -m32 compiler option.
www.nvidia.com
PG-02829-001_v5.0|17
Programming Interface
3.2CUDA C Runtime
The runtime is implemented in the cudart dynamic library which is typically included in the application installation package. All its entry points are prefixed with cuda. As mentioned in Heterogeneous Programming, the CUDA programming model assumes a system composed of a host and a device, each with their own separate memory. Device Memory gives an overview of the runtime functions used to manage device memory. Shared Memory illustrates the use of shared memory, introduced in Thread Hierarchy, to maximize performance. Page-Locked Host Memory introduces page-locked host memory that is required to overlap kernel execution with data transfers between host and device memory. Asynchronous Concurrent Execution describes the concepts and API used to enable asynchronous concurrent execution at various levels in the system. Multi-Device System shows how the programming model extends to a system with multiple devices attached to the same host. Error Checking describes how to properly check the errors generated by the runtime. Call Stack mentions the runtime functions used to manage the CUDA C call stack. Texture and Surface Memory presents the texture and surface memory spaces that provide another way to access device memory; they also expose a subset of the GPU texturing hardware. Graphics Interoperability introduces the various functions the runtime provides to interoperate with the two main graphics APIs, OpenGL and Direct3D.
3.2.1Initialization
There is no explicit initialization function for the runtime; it initializes the first time a runtime function is called (more specifically any function other than functions from the device and version management sections of the reference manual). One needs to keep this in mind when timing runtime function calls and when interpreting the error code from the first call into the runtime. During initialization, the runtime creates a CUDA context for each device in the system (see Context for more details on CUDA contexts). This context is the primary context for this device and it is shared among all the host threads of the application. This all happens under the hood and the runtime does not expose the primary context to the application. When a host thread calls cudaDeviceReset(), this destroys the primary context of the device the host thread currently operates on (i.e., the current device as defined in Device Selection). The next runtime function call made by any host thread that has this device as current will create a new primary context for this device.
www.nvidia.com
PG-02829-001_v5.0|18
Programming Interface
3.2.2Device Memory
As mentioned in Heterogeneous Programming, the CUDA programming model assumes a system composed of a host and a device, each with their own separate memory. Kernels operate out of device memory, so the runtime provides functions to allocate, deallocate, and copy device memory, as well as transfer data between host memory and device memory. Device memory can be allocated either as linear memory or as CUDA arrays. CUDA arrays are opaque memory layouts optimized for texture fetching. They are described in Texture and Surface Memory. Linear memory exists on the device in a 32-bit address space for devices of compute capability 1.x and 40-bit address space of devices of higher compute capability, so separately allocated entities can reference one another via pointers, for example, in a binary tree. Linear memory is typically allocated using cudaMalloc() and freed using cudaFree() and data transfer between host memory and device memory are typically done using cudaMemcpy(). In the vector addition code sample of Kernels, the vectors need to be copied from host memory to device memory:
// Device code __global__ void VecAdd(float* A, float* B, float* C, int N) { int i = blockDim.x * blockIdx.x + threadIdx.x; if (i < N) C[i] = A[i] + B[i]; } // Host code int main() { int N = ...; size_t size = N * sizeof(float); // Allocate input vectors h_A and h_B in host memory float* h_A = (float*)malloc(size); float* h_B = (float*)malloc(size); // Initialize input vectors ... // Allocate vectors in device memory float* d_A; cudaMalloc(&d_A, size); float* d_B; cudaMalloc(&d_B, size); float* d_C; cudaMalloc(&d_C, size); // Copy vectors from host memory to device memory cudaMemcpy(d_A, h_A, size, cudaMemcpyHostToDevice); cudaMemcpy(d_B, h_B, size, cudaMemcpyHostToDevice); // Invoke kernel int threadsPerBlock = 256; int blocksPerGrid = (N + threadsPerBlock 1) / threadsPerBlock; VecAdd<<<blocksPerGrid, threadsPerBlock>>>(d_A, d_B, d_C, N);
www.nvidia.com
PG-02829-001_v5.0|19
Programming Interface
// Copy result from device memory to host memory // h_C contains the result in host memory cudaMemcpy(h_C, d_C, size, cudaMemcpyDeviceToHost); // Free device memory cudaFree(d_A); cudaFree(d_B); cudaFree(d_C); // Free host memory ...
Linear memory can also be allocated through cudaMallocPitch() and cudaMalloc3D(). These functions are recommended for allocations of 2D or 3D arrays as it makes sure that the allocation is appropriately padded to meet the alignment requirements described in Device Memory Accesses, therefore ensuring best performance when accessing the row addresses or performing copies between 2D arrays and other regions of device memory (using the cudaMemcpy2D() and cudaMemcpy3D() functions). The returned pitch (or stride) must be used to access array elements. The following code sample allocates a widthheight 2D array of floating-point values and shows how to loop over the array elements in device code:
// Host code int width = 64, height = 64; float* devPtr; size_t pitch; cudaMallocPitch(&devPtr, &pitch, width * sizeof(float), height); MyKernel<<<100, 512>>>(devPtr, pitch, width, height); // Device code __global__ void MyKernel(float* devPtr, size_t pitch, int width, int height) { for (int r = 0; r < height; ++r) { float* row = (float*)((char*)devPtr + r * pitch); for (int c = 0; c > width; ++c) { float element = row[c]; } } }
The following code sample allocates a widthheightdepth 3D array of floatingpoint values and shows how to loop over the array elements in device code:
// Host code int width = 64, height = 64, depth = 64; cudaExtent extent = make_cudaExtent(width * sizeof(float), height, depth); cudaPitchedPtr devPitchedPtr; cudaMalloc3D(&devPitchedPtr, extent); MyKernel<<<100, 512>>>(devPitchedPtr, width, height, depth); // Device code __global__ void MyKernel(cudaPitchedPtr devPitchedPtr, int width, int height, int depth) { char* devPtr = devPitchedPtr.ptr; size_t pitch = devPitchedPtr.pitch; size_t slicePitch = pitch * height; for (int z = 0; z < depth; ++z) { char* slice = devPtr + z * slicePitch; for (int y = 0; y < height; ++y) {
www.nvidia.com
PG-02829-001_v5.0|20
Programming Interface
float* row = (float*)(slice + y * pitch); for (int x = 0; x < width; ++x) { float element = row[x]; }
The reference manual lists all the various functions used to copy memory between linear memory allocated with cudaMalloc(), linear memory allocated with cudaMallocPitch() or cudaMalloc3D(), CUDA arrays, and memory allocated for variables declared in global or constant memory space. The following code sample illustrates various ways of accessing global variables via the runtime API:
__constant__ float constData[256]; float data[256]; cudaMemcpyToSymbol(constData, data, sizeof(data)); cudaMemcpyFromSymbol(data, constData, sizeof(data)); __device__ float devData; float value = 3.14f; cudaMemcpyToSymbol(devData, &value, sizeof(float)); __device__ float* devPointer; float* ptr; cudaMalloc(&ptr, 256 * sizeof(float)); cudaMemcpyToSymbol(devPointer, &ptr, sizeof(ptr));
cudaGetSymbolAddress() is used to retrieve the address pointing to the memory allocated for a variable declared in global memory space. The size of the allocated memory is obtained through cudaGetSymbolSize().
3.2.3Shared Memory
As detailed in Variable Type Qualifiers shared memory is allocated using the __shared__ qualifier. Shared memory is expected to be much faster than global memory as mentioned in Thread Hierarchy and detailed in Shared Memory. Any opportunity to replace global memory accesses by shared memory accesses should therefore be exploited as illustrated by the following matrix multiplication example. The following code sample is a straightforward implementation of matrix multiplication that does not take advantage of shared memory. Each thread reads one row of A and one column of B and computes the corresponding element of C as illustrated in Figure 9 Matrix Multiplication without Shared Memory. A is therefore read B.width times from global memory and B is read A.height times.
// Matrices are stored in row-major order: // M(row, col) = *(M.elements + row * M.width + col) typedef struct { int width; int height; float* elements; } Matrix; // Thread block size #define BLOCK_SIZE 16
www.nvidia.com
PG-02829-001_v5.0|21
Programming Interface
// Forward declaration of the matrix multiplication kernel __global__ void MatMulKernel(const Matrix, const Matrix, Matrix); // Matrix multiplication - Host code // Matrix dimensions are assumed to be multiples of BLOCK_SIZE void MatMul(const Matrix A, const Matrix B, Matrix C) { // Load A and B to device memory Matrix d_A; d_A.width = A.width; d_A.height = A.height; size_t size = A.width * A.height * sizeof(float); cudaMalloc(&d_A.elements, size); cudaMemcpy(d_A.elements, A.elements, size, cudaMemcpyHostToDevice); Matrix d_B; d_B.width = B.width; d_B.height = B.height; size = B.width * B.height * sizeof(float); cudaMalloc(&d_B.elements, size); cudaMemcpy(d_B.elements, B.elements, size, cudaMemcpyHostToDevice); // Allocate C in device memory Matrix d_C; d_C.width = C.width; d_C.height = C.height; size = C.width * C.height * sizeof(float); cudaMalloc(&d_C.elements, size); // Invoke kernel dim3 dimBlock(BLOCK_SIZE, BLOCK_SIZE); dim3 dimGrid(B.width / dimBlock.x, A.height / dimBlock.y); MatMulKernel<<<dimGrid, dimBlock>>>(d_A, d_B, d_C); // Read C from device memory cudaMemcpy(C.elements, Cd.elements, size, cudaMemcpyDeviceToHost); // Free device memory cudaFree(d_A.elements); cudaFree(d_B.elements); cudaFree(d_C.elements);
// Matrix multiplication kernel called by MatMul() __global__ void MatMulKernel(Matrix A, Matrix B, Matrix C) { // Each thread computes one element of C // by accumulating results into Cvalue float Cvalue = 0; int row = blockIdx.y * blockDim.y + threadIdx.y; int col = blockIdx.x * blockDim.x + threadIdx.x; for (int e = 0; e < A.width; ++e) Cvalue += A.elements[row * A.width + e] * B.elements[e * B.width + col]; C.elements[row * C.width + col] = Cvalue; }
www.nvidia.com
PG-02829-001_v5.0|22
Programming Interface
www.nvidia.com
PG-02829-001_v5.0|23
Programming Interface
matrices from global memory to shared memory with one thread loading one element of each matrix, and then by having each thread compute one element of the product. Each thread accumulates the result of each of these products into a register and once done writes the result to global memory. By blocking the computation this way, we take advantage of fast shared memory and save a lot of global memory bandwidth since A is only read (B.width / block_size) times from global memory and B is read (A.height / block_size) times. The Matrix type from the previous code sample is augmented with a stride field, so that sub-matrices can be efficiently represented with the same type. __device__ functions (see __device__) are used to get and set elements and build any sub-matrix from a matrix.
// Matrices are stored in row-major order: // M(row, col) = *(M.elements + row * M.stride + col) typedef struct { int width; int height; int stride; float* elements; } Matrix; // Get a matrix element __device__ float GetElement(const Matrix A, int row, int col) { return A.elements[row * A.stride + col]; } // Set a matrix element __device__ void SetElement(Matrix A, int row, int col, float value) { A.elements[row * A.stride + col] = value; } // Get the BLOCK_SIZExBLOCK_SIZE sub-matrix Asub of A that is // located col sub-matrices to the right and row sub-matrices down // from the upper-left corner of A __device__ Matrix GetSubMatrix(Matrix A, int row, int col) { Matrix Asub; Asub.width = BLOCK_SIZE; Asub.height = BLOCK_SIZE; Asub.stride = A.stride; Asub.elements = &A.elements[A.stride * BLOCK_SIZE * row + BLOCK_SIZE * col]; return Asub; } // Thread block size #define BLOCK_SIZE 16 // Forward declaration of the matrix multiplication kernel __global__ void MatMulKernel(const Matrix, const Matrix, Matrix); // Matrix multiplication - Host code // Matrix dimensions are assumed to be multiples of BLOCK_SIZE void MatMul(const Matrix A, const Matrix B, Matrix C) { // Load A and B to device memory Matrix d_A; d_A.width = d_A.stride = A.width; d_A.height = A.height; size_t size = A.width * A.height * sizeof(float);
www.nvidia.com
PG-02829-001_v5.0|24
Programming Interface
cudaMalloc(&d_A.elements, size); cudaMemcpy(d_A.elements, A.elements, size, cudaMemcpyHostToDevice); Matrix d_B; d_B.width = d_B.stride = B.width; d_B.height = B.height; size = B.width * B.height * sizeof(float); cudaMalloc(&d_B.elements, size); cudaMemcpy(d_B.elements, B.elements, size, cudaMemcpyHostToDevice); // Allocate C in device memory Matrix d_C; d_C.width = d_C.stride = C.width; d_C.height = C.height; size = C.width * C.height * sizeof(float); cudaMalloc(&d_C.elements, size); // Invoke kernel dim3 dimBlock(BLOCK_SIZE, BLOCK_SIZE); dim3 dimGrid(B.width / dimBlock.x, A.height / dimBlock.y); MatMulKernel<<<dimGrid, dimBlock>>>(d_A, d_B, d_C); // Read C from device memory cudaMemcpy(C.elements, d_C.elements, size, cudaMemcpyDeviceToHost); // Free device memory cudaFree(d_A.elements); cudaFree(d_B.elements); cudaFree(d_C.elements);
// Matrix multiplication kernel called by MatMul() __global__ void MatMulKernel(Matrix A, Matrix B, Matrix C) { // Block row and column int blockRow = blockIdx.y; int blockCol = blockIdx.x; // Each thread block computes one sub-matrix Csub of C Matrix Csub = GetSubMatrix(C, blockRow, blockCol); // Each thread computes one element of Csub // by accumulating results into Cvalue float Cvalue = 0; // Thread row and column within Csub int row = threadIdx.y; int col = threadIdx.x; // Loop over all the sub-matrices of A and B that are // required to compute Csub // Multiply each pair of sub-matrices together // and accumulate the results for (int m = 0; m < (A.width / BLOCK_SIZE); ++m) { // Get sub-matrix Asub of A Matrix Asub = GetSubMatrix(A, blockRow, m); // Get sub-matrix Bsub of B Matrix Bsub = GetSubMatrix(B, m, blockCol); // Shared memory used to store Asub and Bsub respectively __shared__ float As[BLOCK_SIZE][BLOCK_SIZE]; __shared__ float Bs[BLOCK_SIZE][BLOCK_SIZE]; // Load Asub and Bsub from device memory to shared memory // Each thread loads one element of each sub-matrix
www.nvidia.com
PG-02829-001_v5.0|25
Programming Interface
As[row][col] = GetElement(Asub, row, col); Bs[row][col] = GetElement(Bsub, row, col); // Synchronize to make sure the sub-matrices are loaded // before starting the computation __syncthreads(); // Multiply Asub and Bsub together for (int e = 0; e < BLOCK_SIZE; ++e) Cvalue += As[row][e] * Bs[e][col]; // Synchronize to make sure that the preceding // computation is done before loading two new // sub-matrices of A and B in the next iteration __syncthreads();
// Write Csub to device memory // Each thread writes one element SetElement(Csub, row, col, Cvalue);
www.nvidia.com
PG-02829-001_v5.0|26
Programming Interface
www.nvidia.com
PG-02829-001_v5.0|27
Programming Interface
On some devices, page-locked host memory can be mapped into the address space of the device, eliminating the need to copy it to or from device memory as detailed in Mapped Memory. On systems with a front-side bus, bandwidth between host memory and device memory is higher if host memory is allocated as page-locked and even higher if in addition it is allocated as write-combining as described in Write-Combining Memory. Page-locked host memory is a scarce resource however, so allocations in page-locked memory will start failing long before allocations in pageable memory. In addition, by reducing the amount of physical memory available to the operating system for paging, consuming too much page-locked memory reduces overall system performance. The simple zero-copy SDK sample comes with a detailed document on the page-locked memory APIs.
3.2.4.1Portable Memory
A block of page-locked memory can be used in conjunction with any device in the system (see Multi-Device System for more details on multi-device systems), but by default, the benefits of using page-locked memory described above are only available in conjunction with the device that was current when the block was allocated (and with all devices sharing the same unified address space, if any, as described in Unified Virtual Address Space). To make these advantages available to all devices, the block needs to be allocated by passing the flag cudaHostAllocPortable to cudaHostAlloc() or page-locked by passing the flag cudaHostRegisterPortable to cudaHostRegister().
3.2.4.2Write-Combining Memory
By default page-locked host memory is allocated as cacheable. It can optionally be allocated as write-combining instead by passing flag cudaHostAllocWriteCombined to cudaHostAlloc(). Write-combining memory frees up the hosts L1 and L2 cache resources, making more cache available to the rest of the application. In addition, writecombining memory is not snooped during transfers across the PCI Express bus, which can improve transfer performance by up to 40%. Reading from write-combining memory from the host is prohibitively slow, so writecombining memory should in general be used for memory that the host only writes to.
3.2.4.3Mapped Memory
On devices of compute capability greater than 1.0, a block of page-locked host memory can also be mapped into the address space of the device by passing flag cudaHostAllocMapped to cudaHostAlloc() or by passing flag cudaHostRegisterMapped to cudaHostRegister(). Such a block has therefore in general two addresses: one in host memory that is returned by cudaHostAlloc() or malloc(), and one in device memory that can be retrieved using cudaHostGetDevicePointer() and then used to access the block from within a kernel. The only exception is for pointers allocated with cudaHostAlloc() and when a unified address space is used for the host and the device as mentioned in Unified Virtual Address Space.
www.nvidia.com
PG-02829-001_v5.0|28
Programming Interface
Accessing host memory directly from within a kernel has several advantages: There is no need to allocate a block in device memory and copy data between this block and the block in host memory; data transfers are implicitly performed as needed by the kernel; There is no need to use streams (see Concurrent Data Transfers) to overlap data transfers with kernel execution; the kernel-originated data transfers automatically overlap with kernel execution. Since mapped page-locked memory is shared between host and device however, the application must synchronize memory accesses using streams or events (see Asynchronous Concurrent Execution) to avoid any potential read-after-write, writeafter-read, or write-after-write hazards. To be able to retrieve the device pointer to any mapped page-locked memory, pagelocked memory mapping must be enabled by calling cudaSetDeviceFlags() with the cudaDeviceMapHost flag before any other CUDA call is performed. Otherwise, cudaHostGetDevicePointer() will return an error. cudaHostGetDevicePointer() also returns an error if the device does not support mapped page-locked host memory. Applications may query this capability by checking the canMapHostMemory device property (see Device Enumeration), which is equal to 1 for devices that support mapped page-locked host memory. Note that atomic functions (see Atomic Functions) operating on mapped page-locked memory are not atomic from the point of view of the host or other devices.
Programmers can globally disable asynchronous kernel launches for all CUDA applications running on a system by setting the CUDA_LAUNCH_BLOCKING environment variable to 1. This feature is provided for debugging purposes only and should never be used as a way to make production software run reliably. Kernel launches are synchronous in the following cases: The application is run via a debugger or memory checker (cuda-gdb, cudamemcheck, Nsight) on a device of compute capability 1.x; Hardware counters are collected via a profiler (Nsight, Visual Profiler).
www.nvidia.com
PG-02829-001_v5.0|29
Programming Interface
3.2.5.5Streams
Applications manage concurrency through streams. A stream is a sequence of commands (possibly issued by different host threads) that execute in order. Different streams, on the other hand, may execute their commands out of order with respect to one another or concurrently; this behavior is not guaranteed and should therefore not be relied upon for correctness (e.g., inter-kernel communication is undefined).
www.nvidia.com
PG-02829-001_v5.0|30
Programming Interface
Each of these streams is defined by the following code sample as a sequence of one memory copy from host to device, one kernel launch, and one memory copy from device to host:
for (int i = 0; i < 2; ++i) { cudaMemcpyAsync(inputDevPtr + i * size, hostPtr + i * size, size, cudaMemcpyHostToDevice, stream[i]); MyKernel <<<100, 512, 0, stream[i]>>> (outputDevPtr + i * size, inputDevPtr + i * size, size); cudaMemcpyAsync(hostPtr + i * size, outputDevPtr + i * size, size, cudaMemcpyDeviceToHost, stream[i]); }
Each stream copies its portion of input array hostPtr to array inputDevPtr in device memory, processes inputDevPtr on the device by calling MyKernel(), and copies the result outputDevPtr back to the same portion of hostPtr. Overlapping Behavior describes how the streams overlap in this example depending on the capability of the device. Note that hostPtr must point to page-locked host memory for any overlap to occur. Streams are released by calling cudaStreamDestroy().
for (int i = 0; i < 2; ++i) cudaStreamDestroy(stream[i]);
cudaStreamDestroy() waits for all preceding commands in the given stream to complete before destroying the stream and returning control to the host thread.
3.2.5.5.2Default Stream
Kernel launches and host <-> device memory copies that do not specify any stream parameter, or equivalently that set the stream parameter to zero, are issued to the default stream. They are therefore executed in order.
3.2.5.5.3Explicit Synchronization
There are various ways to explicitly synchronize streams with each other. cudaDeviceSynchronize() waits until all preceding commands in all streams of all host threads have completed. cudaStreamSynchronize()takes a stream as a parameter and waits until all preceding commands in the given stream have completed. It can be used to synchronize the host with a specific stream, allowing other streams to continue executing on the device. cudaStreamWaitEvent()takes a stream and an event as parameters (see Events for a description of events)and makes all the commands added to the given stream after the call to cudaStreamWaitEvent()delay their execution until the given event has completed. The stream can be 0, in which case all the commands added to any stream after the call to cudaStreamWaitEvent()wait on the event. cudaStreamQuery()provides applications with a way to know if all preceding commands in a stream have completed.
www.nvidia.com
PG-02829-001_v5.0|31
Programming Interface
To avoid unnecessary slowdowns, all these synchronization functions are usually best used for timing purposes or to isolate a launch or memory copy that is failing.
3.2.5.5.4Implicit Synchronization
Two commands from different streams cannot run concurrently if any one of the following operations is issued in-between them by the host thread: apage-locked host memory allocation, a device memory allocation, a device memory set, a memory copy between two addresses to the same device memory, any CUDA command to the default stream, a switch between the L1/shared memory configurations described in Compute Capability 2.x.
For devices that support concurrent kernel execution and are of compute capability 3.0 or lower, any operation that requires a dependency check to see if a streamed kernel launch is complete: Can start executing only when all thread blocks of all prior kernel launches from any stream in the CUDA context have started executing; Blocks all later kernel launches from any stream in the CUDA context until the kernel launch being checked is complete. Operations that require a dependency check include any other commands within the same stream as the launch being checked and any call to cudaStreamQuery() on that stream. Therefore, applications should follow these guidelines to improve their potential for concurrent kernel execution: All independent operations should be issued before dependent operations, Synchronization of any kind should be delayed as long as possible.
3.2.5.5.5Overlapping Behavior
The amount of execution overlap between two streams depends on the order in which the commands are issued to each stream and whether or not the device supports overlap of data transfer and kernel execution (see Overlap of Data Transfer and Kernel Execution), concurrent kernel execution (see Concurrent Kernel Execution), and/or concurrent data transfers (see Concurrent Data Transfers). For example, on devices that do not support concurrent data transfers, the two streams of the code sample of Creation and Destruction do not overlap at all because the memory copy from host to device is issued to stream 1 after the memory copy from device to host is issued to stream 0, so it can only start once the memory copy from device to host issued to stream 0 has completed. If the code is rewritten the following way (and assuming the device supports overlap of data transfer and kernel execution)
for (int i = 0; i < 2; ++i) cudaMemcpyAsync(inputDevPtr + i * size, hostPtr + i * size, size, cudaMemcpyHostToDevice, stream[i]); for (int i = 0; i < 2; ++i) MyKernel<<<100, 512, 0, stream[i]>>> (outputDevPtr + i * size, inputDevPtr + i * size, size);
www.nvidia.com
PG-02829-001_v5.0|32
Programming Interface
for (int i = 0; i < 2; ++i) cudaMemcpyAsync(hostPtr + i * size, outputDevPtr + i * size, size, cudaMemcpyDeviceToHost, stream[i]);
then the memory copy from host to device issued to stream 1 overlaps with the kernel launch issued to stream 0. On devices that do support concurrent data transfers, the two streams of the code sample of Creation and Destruction do overlap: The memory copy from host to device issued to stream 1 overlaps with the memory copy from device to host issued to stream 0 and even with the kernel launch issued to stream 0 (assuming the device supports overlap of data transfer and kernel execution). However, for devices of compute capability 3.0 or lower, the kernel executions cannot possibly overlap because the second kernel launch is issued to stream 1 after the memory copy from device to host is issued to stream 0, so it is blocked until the first kernel launch issued to stream 0 is complete as per Implicit Synchronization. If the code is rewritten as above, the kernel executions overlap (assuming the device supports concurrent kernel execution) since the second kernel launch is issued to stream 1 before the memory copy from device to host is issued to stream 0. In that case however, the memory copy from device to host issued to stream 0 only overlaps with the last thread blocks of the kernel launch issued to stream 1 as per Implicit Synchronization, which can represent only a small portion of the total execution time of the kernel.
3.2.5.5.6Callbacks
The runtime provides a way to insert a callback at any point into a stream via cudaStreamAddCallback(). A callback is a function that is executed on the host once all commands issued to the stream before the callback have completed. Callbacks in stream 0 are executed once all preceding tasks and commands issued in all streams before the callback have completed. The following code sample adds the callback function MyCallback to each of two streams after issuing a host-to-device memory copy, a kernel launch and a device-to-host memory copy into each stream. The callback will begin execution on the host after each of the device-to-host memory copies completes.
void CUDART_CB MyCallback(void *data){ printf("Inside callback %d\n", (int)data); } ... for (int i = 0; i < 2; ++i) { cudaMemcpyAsync(devPtrIn[i], hostPtr[i], size, cudaMemcpyHostToDevice, stream[i]); MyKernel<<<100, 512, 0, stream[i]>>>(devPtrOut[i], devPtrIn[i], size); cudaMemcpyAsync(hostPtr[i], devPtrOut[i], size, cudaMemcpyDeviceToHost, stream[i]); cudaStreamAddCallback(stream[i], MyCallback, (void*)i, 0); }
A callback can be specified as blocking by using the cudaStreamCallbackBlocking flag when adding it to a stream. The commands that are issued in a stream (or all commands issued to any stream if the callback is issued to stream 0) after a blocking callback do not start executing before the callback has completed.
www.nvidia.com
PG-02829-001_v5.0|33
Programming Interface
Blocking callback must not make CUDA API calls (directly or indirectly), as it might end up waiting on itself if it makes such a call leading to a deadlock.
3.2.5.6Events
The runtime also provides a way to closely monitor the devices progress, as well as perform accurate timing, by letting the application asynchronously record events at any point in the program and query when these events are completed. An event has completed when all tasks or optionally, all commands in a given stream preceding the event have completed. Events in stream zero are completed after all preceding tasks and commands in all streams are completed.
3.2.5.6.2Elapsed Time
The events created in Creation and Destruction can be used to time the code sample of Creation and Destruction the following way:
cudaEventRecord(start, 0); for (int i = 0; i < 2; ++i) { cudaMemcpyAsync(inputDev + i * size, inputHost + i * size, size, cudaMemcpyHostToDevice, stream[i]); MyKernel<<<100, 512, 0, stream[i]>>> (outputDev + i * size, inputDev + i * size, size); cudaMemcpyAsync(outputHost + i * size, outputDev + i * size, size, cudaMemcpyDeviceToHost, stream[i]); } cudaEventRecord(stop, 0); cudaEventSynchronize(stop); float elapsedTime; cudaEventElapsedTime(&elapsedTime, start, stop);
3.2.5.7Synchronous Calls
When a synchronous function is called, control is not returned to the host thread before the device has completed the requested task. Whether the host thread will then yield, block, or spin can be specified by calling cudaSetDeviceFlags()with some specific flags (see reference manual for details) before any other CUDA call is performed by the host thread.
3.2.6Multi-Device System
www.nvidia.com
PG-02829-001_v5.0|34
Programming Interface
3.2.6.1Device Enumeration
A host system can have multiple devices. The following code sample shows how to enumerate these devices, query their properties, and determine the number of CUDAenabled devices.
int deviceCount; cudaGetDeviceCount(&deviceCount); int device; for (device = 0; device < deviceCount; ++device) { cudaDeviceProp deviceProp; cudaGetDeviceProperties(&deviceProp, device); printf("Device %d has compute capability %d.%d.\n", device, deviceProp.major, deviceProp.minor); }
3.2.6.2Device Selection
A host thread can set the device it operates on at any time by calling cudaSetDevice(). Device memory allocations and kernel launches are made on the currently set device; streams and events are created in association with the currently set device. If no call to cudaSetDevice() is made, the current device is device 0. The following code sample illustrates how setting the current device affects memory allocation and kernel execution.
size_t size = 1024 * sizeof(float); cudaSetDevice(0); // Set device 0 as current float* p0; cudaMalloc(&p0, size); // Allocate memory on device 0 MyKernel<<<1000, 128>>>(p0); // Launch kernel on device 0 cudaSetDevice(1); // Set device 1 as current float* p1; cudaMalloc(&p1, size); // Allocate memory on device 1 MyKernel<<<1000, 128>>>(p1); // Launch kernel on device 1
cudaEventRecord() will fail if the input event and input stream are associated to different devices. cudaEventElapsedTime() will fail if the two input events are associated to different devices. cudaEventSynchronize() and cudaEventQuery() will succeed even if the input event is associated to a device that is different from the current device.
www.nvidia.com
PG-02829-001_v5.0|35
Programming Interface
cudaStreamWaitEvent() will succeed even if the input stream and input event are associated to different devices. cudaStreamWaitEvent() can therefore be used to synchronize multiple devices with each other. Each device has its own default stream (see Default Stream), so commands issued to the default stream of a device may execute out of order or concurrently with respect to commands issued to the default stream of any other device.
// Launch kernel on device 1 // This kernel launch can access memory on device 0 at address p0 MyKernel<<<1000, 128>>>(p0);
www.nvidia.com
PG-02829-001_v5.0|36
Programming Interface
MyKernel<<<1000, 128>>>(p1);
A copy between the memories of two different devices does not start until all commands previously issued to either device have completed and runs to completion before any asynchronous commands (see Asynchronous Concurrent Execution) issued after the copy to either device can start. Note that if peer-to-peer access is enabled between two devices via cudaDeviceEnablePeerAccess() as described in Peer-to-Peer Memory Access, peer-to-peer memory copy between these two devices no longer needs to be staged through the host and is therefore faster.
3.2.8Error Checking
All runtime functions return an error code, but for an asynchronous function (see Asynchronous Concurrent Execution), this error code cannot possibly report any of the asynchronous errors that could occur on the device since the function returns before the device has completed the task; the error code only reports errors that occur on the host prior to executing the task, typically related to parameter validation; if an asynchronous error occurs, it will be reported by some subsequent unrelated runtime function call. The only way to check for asynchronous errors just after some asynchronous function call is therefore to synchronize just after the call by calling cudaDeviceSynchronize() (or by using any other synchronization mechanisms described in Asynchronous Concurrent Execution) and checking the error code returned by cudaDeviceSynchronize().
www.nvidia.com
PG-02829-001_v5.0|37
Programming Interface
The runtime maintains an error variable for each host thread that is initialized to cudaSuccess and is overwritten by the error code every time an error occurs (be it a parameter validation error or an asynchronous error). cudaPeekAtLastError() returns this variable. cudaGetLastError() returns this variable and resets it to cudaSuccess. Kernel launches do not return any error code, so cudaPeekAtLastError() or cudaGetLastError() must be called just after the kernel launch to retrieve any pre-launch errors. To ensure that any error returned by cudaPeekAtLastError() or cudaGetLastError() does not originate from calls prior to the kernel launch, one has to make sure that the runtime error variable is set to cudaSuccess just before the kernel launch, for example, by calling cudaGetLastError() just before the kernel launch. Kernel launches are asynchronous, so to check for asynchronous errors, the application must synchronize in-between the kernel launch and the call to cudaPeekAtLastError() or cudaGetLastError(). Note that cudaErrorNotReady that may be returned by cudaStreamQuery() and cudaEventQuery() is not considered an error and is therefore not reported by cudaPeekAtLastError() or cudaGetLastError().
3.2.9Call Stack
On devices of compute capability 2.x and higher, the size of the call stack can be queried using cudaDeviceGetLimit() and set using cudaDeviceSetLimit(). When the call stack overflows, the kernel call fails with a stack overflow error if the application is run via a CUDA debugger (cuda-gdb, Nsight) or an unspecified launch error, otherwise.
3.2.10.1Texture Memory
Texture memory is read from kernels using the device functions described in Texture Functions. The process of reading a texture calling one of these functions is called a texture fetch. Each texture fetch specifies a parameter called a texture object for the texture object API or a texture reference for the texture reference API. The texture object or the texture reference specifies:
www.nvidia.com
PG-02829-001_v5.0|38
Programming Interface
The texture, which is the piece of texture memory that is fetched. Texture objects are created at runtime and the texture is specified when creating the texture object as described in Texture Object API. Texture references are created at compile time and the texture is specified at runtime by bounding the texture reference to the texture through runtime functions as described in Texture Reference API; several distinct texture references might be bound to the same texture or to textures that overlap in memory. A texture can be any region of linear memory or a CUDA array (described in CUDA Arrays). Its dimensionality that specifies whether the texture is addressed as a one dimensional array using one texture coordinate, a two-dimensional array using two texture coordinates, or a three-dimensional array using three texture coordinates. Elements of the array are called texels, short for texture elements. The texture width, height, and depthrefer to the size of the array in each dimension. Table F 2 lists the maximum texture width, height, and depth depending on the compute capability of the device. The type of a texel, which is restricted to the basic integer and single-precision floating-point types and any of the 1-, 2-, and 4-component vector types defined in char, short, int, long, longlong, float, double. The read mode, which is equal to cudaReadModeNormalizedFloat or cudaReadModeElementType. If it is cudaReadModeNormalizedFloat and the type of the texel is a 16-bit or 8-bit integer type, the value returned by the texture fetch is actually returned as floating-point type and the full range of the integer type is mapped to [0.0, 1.0] for unsigned integer type and [-1.0, 1.0] for signed integer type; for example, an unsigned 8-bit texture element with the value 0xff reads as 1. If it is cudaReadModeElementType, no conversion is performed. Whether texture coordinates are normalized or not. By default, textures are referenced (by the functions of Texture Functions) using floating-point coordinates in the range [0, N-1] where N is the size of the texture in the dimension corresponding to the coordinate. For example, a texture that is 64x32 in size will be referenced with coordinates in the range [0, 63] and [0, 31] for the x and y dimensions, respectively. Normalized texture coordinates cause the coordinates to be specified in the range [0.0, 1.0-1/N] instead of [0, N-1], so the same 64x32 texture would be addressed by normalized coordinates in the range [0, 1-1/N] in both the x and y dimensions. Normalized texture coordinates are a natural fit to some applications' requirements, if it is preferable for the texture coordinates to be independent of the texture size. The addressing mode. It is valid to call the device functions of Section B.8 with coordinates that are out of range. The addressing mode defines what happens in that case. The default addressing mode is to clamp the coordinates to the valid range: [0, N) for non-normalized coordinates and [0.0, 1.0) for normalized coordinates. If the border mode is specified instead, texture fetches with out-of-range texture coordinates return zero. For normalized coordinates, the warp mode and the mirror mode are also available. When using the wrap mode, each coordinate x is converted to frac(x)=x floor(x) where floor(x) is the largest integer not greater than x. When using the mirror mode, each coordinate x is converted to frac(x) if floor(x) is even and 1-frac(x) if floor(x) is odd. The addressing mode is specified as an array of size three whose first, second, and third elements specify the addressing mode for the first, second, and third texture coordinates, respectively; the addressing mode are cudaAddressModeBorder, cudaAddressModeClamp, cudaAddressModeWrap,
www.nvidia.com
PG-02829-001_v5.0|39
Programming Interface
and cudaAddressModeMirror; cudaAddressModeWrap and cudaAddressModeMirror are only supported for normalized texture coordinates The filtering mode which specifies how the value returned when fetching the texture is computed based on the input texture coordinates. Linear texture filtering may be done only for textures that are configured to return floating-point data. It performs low-precision interpolation between neighboring texels. When enabled, the texels surrounding a texture fetch location are read and the return value of the texture fetch is interpolated based on where the texture coordinates fell between the texels. Simple linear interpolation is performed for one-dimensional textures, bilinear interpolation for two-dimensional textures, and trilinear interpolation for three-dimensional textures. Texture Fetching gives more details on texture fetching. The filtering mode is equal to cudaFilterModePoint or cudaFilterModeLinear. If it is cudaFilterModePoint, the returned value is the texel whose texture coordinates are the closest to the input texture coordinates. If it is cudaFilterModeLinear, the returned value is the linear interpolation of the two (for a one-dimensional texture), four (for a two dimensional texture), or eight (for a three dimensional texture) texels whose texture coordinates are the closest to the input texture coordinates. cudaFilterModeLinear is only valid for returned values of floating-point type. Texture Object API introduces the texture object API. Texture Reference API introduces the texture reference API. 16-Bit Floating-Point Textures explains how to deal with 16-bit floating-point textures. Textures can also be layered as described in Layered Textures. Cubemap Textures and Cubemap Layered Textures describe a special type of texture, the cubemap texture. Texture Gather describes a special texture fetch, texture gather.
addressMode specifies the addressing mode; filterMode specifies the filter mode; readMode specifies the read mode; normalizedCoords specifies whether texture coordinates are normalized or not;
www.nvidia.com
PG-02829-001_v5.0|40
Programming Interface
See reference manual for sRGB, maxAnisotropy, mipmapFilterMode, mipmapLevelBias, minMipmapLevelClamp, and maxMipmapLevelClamp. The following code sample applies some simple transformation kernel to a texture.
// Simple transformation kernel __global__ void transformKernel(float* output, cudaTextureObject_t texObj, int width, int height, float theta) { // Calculate normalized texture coordinates unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; float u = x / (float)width; float v = y / (float)height; // Transform coordinates u -= 0.5f; v -= 0.5f; float tu = u * cosf(theta) v * sinf(theta) + 0.5f; float tv = v * cosf(theta) + u * sinf(theta) + 0.5f; // Read from texture and write to global memory output[y * width + x] = tex2D<float>(texObj, tu, tv);
// Host code int main() { // Allocate CUDA array in device memory cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); cudaArray* cuArray; cudaMallocArray(&cuArray, &channelDesc, width, height); // Copy to device memory some data located at address h_data // in host memory cudaMemcpyToArray(cuArray, 0, 0, h_data, size, cudaMemcpyHostToDevice); // Specify texture struct cudaResourceDesc resDesc; memset(&resDesc, 0, sizeof(resDesc)); resDesc.resType = cudaResourceTypeArray; resDesc.res.array.array = cuArray; // Specify texture object parameters struct cudaTextureDesc texDesc; memset(&texDesc, 0, sizeof(texDesc)); texDesc.addressMode[0] = cudaAddressModeWrap; texDesc.addressMode[1] = cudaAddressModeWrap; texDesc.filterMode = cudaFilterModeLinear; texDesc.readMode = cudaReadModeElementType; texDesc.normalizedCoords = 1; // Create texture object cudaTextureObject_t texObj = 0; cudaCreateTextureObject(&texObj, &resDesc, &texDesc, NULL); // Allocate result of transformation in device memory float* output; cudaMalloc(&output, width * height * sizeof(float)); // Invoke kernel
www.nvidia.com
PG-02829-001_v5.0|41
Programming Interface
dim3 dimBlock(16, 16); dim3 dimGrid((width + dimBlock.x 1) / dimBlock.x, (height + dimBlock.y 1) / dimBlock.y); transformKernel<<<dimGrid, dimBlock>>>(output, texObj, width, height, angle); // Destroy texture object cudaDestroyTextureObject(texObject); // Free device memory cudaFreeArray(cuArray); cudaFree(output); } return 0;
where: DataType specifies the type of the texel; Type specifies the type of the texture reference and is equal to cudaTextureType1D, cudaTextureType2D, or cudaTextureType3D, for a one-dimensional, two-dimensional, or three-dimensional texture, respectively, or cudaTextureType1DLayered or cudaTextureType2DLayered for a onedimensional or two-dimensional layered texture respectively; Type is an optional argument which defaults to cudaTextureType1D; ReadMode specifies the read mode; it is an optional argument which defaults to cudaReadModeElementType. A texture reference can only be declared as a static global variable and cannot be passed as an argument to a function. The other attributes of a texture reference are mutable and can be changed at runtime through the host runtime. As explained in the reference manual, the runtime API has a low-level C-style interface and a high-level C++-style interface. The texture type is defined in the high-level API as a structure publicly derived from the textureReference type defined in the low-level API as such:
struct textureReference { int enum cudaTextureFilterMode enum cudaTextureAddressMode struct cudaChannelFormatDesc int unsigned int enum cudaTextureFilterMode float float float } normalized; filterMode; addressMode[3]; channelDesc; sRGB; maxAnisotropy; mipmapFilterMode; mipmapLevelBias; minMipmapLevelClamp; maxMipmapLevelClamp;
normalized specifies whether texture coordinates are normalized or not; filterMode specifies the filtering mode;
www.nvidia.com
PG-02829-001_v5.0|42
Programming Interface
addressMode specifies the addressing mode; channelDesc describes the format of the texel; it must match the DataType argument of the texture reference declaration; channelDesc is of the following type:
struct cudaChannelFormatDesc { int x, y, z, w; enum cudaChannelFormatKind f; };
where x, y, z, and w are equal to the number of bits of each component of the returned value and f is: cudaChannelFormatKindSigned if these components are of signed integer type, cudaChannelFormatKindUnsigned if they are of unsigned integer type, cudaChannelFormatKindFloat if they are of floating point type. See reference manual for sRGB, maxAnisotropy, mipmapFilterMode, mipmapLevelBias, minMipmapLevelClamp, and maxMipmapLevelClamp. normalized, addressMode, and filterMode may be directly modified in host code. Before a kernel can use a texture reference to read from texture memory, the texture reference must be bound to a texture using cudaBindTexture() or cudaBindTexture2D() for linear memory, or cudaBindTextureToArray() for CUDA arrays. cudaUnbindTexture() is used to unbind a texture reference. It is recommended to allocate two-dimensional textures in linear memory using cudaMallocPitch() and use the pitch returned by cudaMallocPitch() as input parameter to cudaBindTexture2D(). The following code samples bind a texture reference to linear memory pointed to by devPtr: Using the low-level API:
texture<float, cudaTextureType2D, cudaReadModeElementType> texRef; textureReference* texRefPtr; cudaGetTextureReference(&texRefPtr, texRef); cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float>(); size_t offset; cudaBindTexture2D(&offset, texRefPtr, devPtr, &channelDesc, width, height, pitch); texture<float, cudaTextureType2D, cudaReadModeElementType> texRef; cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float>(); size_t offset; cudaBindTexture2D(&offset, texRef, devPtr, channelDesc, width, height, pitch);
The following code samples bind a texture reference to a CUDA array cuArray: Using the low-level API:
texture<float, cudaTextureType2D, cudaReadModeElementType> texRef; textureReference* texRefPtr; cudaGetTextureReference(&texRefPtr, texRef); cudaChannelFormatDesc channelDesc;
www.nvidia.com
PG-02829-001_v5.0|43
Programming Interface
cudaGetChannelDesc(&channelDesc, cuArray); cudaBindTextureToArray(texRef, cuArray, &channelDesc); ? Using the high-level API: texture<float, cudaTextureType2D, cudaReadModeElementType> texRef; cudaBindTextureToArray(texRef, cuArray);
The format specified when binding a texture to a texture reference must match the parameters specified when declaring the texture reference; otherwise, the results of texture fetches are undefined. There is a limit to the number of textures that can be bound to a kernel as specified in Table 10 Technical Specifications per Compute Capability. The following code sample applies some simple transformation kernel to a texture.
// 2D float texture texture<float, cudaTextureType2D, cudaReadModeElementType> texRef; // Simple transformation kernel __global__ void transformKernel(float* output, int width, int height, float theta) { // Calculate normalized texture coordinates unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; float u = x / (float)width; float v = y / (float)height; // Transform coordinates u -= 0.5f; v -= 0.5f; float tu = u * cosf(theta) - v * sinf(theta) + 0.5f; float tv = v * cosf(theta) + u * sinf(theta) + 0.5f; // Read from texture and write to global memory output[y * width + x] = tex2D(texRef, tu, tv);
// Host code int main() { // Allocate CUDA array in device memory cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); cudaArray* cuArray; cudaMallocArray(&cuArray, &channelDesc, width, height); // Copy to device memory some data located at address h_data // in host memory cudaMemcpyToArray(cuArray, 0, 0, h_data, size, cudaMemcpyHostToDevice); // Set texture reference parameters texRef.addressMode[0] = cudaAddressModeWrap; texRef.addressMode[1] = cudaAddressModeWrap; texRef.filterMode = cudaFilterModeLinear; texRef.normalized = true; // Bind the array to the texture reference cudaBindTextureToArray(texRef, cuArray, channelDesc); // Allocate result of transformation in device memory
www.nvidia.com
PG-02829-001_v5.0|44
Programming Interface
float* output; cudaMalloc(&output, width * height * sizeof(float)); // Invoke kernel dim3 dimBlock(16, 16); dim3 dimGrid((width + dimBlock.x - 1) / dimBlock.x, (height + dimBlock.y - 1) / dimBlock.y); transformKernel<<<dimGrid, dimBlock>>>(output, width, height, angle); // Free device memory cudaFreeArray(cuArray); cudaFree(output); } return 0;
3.2.10.1.4Layered Textures
A one-dimensional or two-dimensional layered texture (also know as texture array in Direct3D and array texture in OpenGL) is a texture made up of a sequence of layers, all of which are regular textures of same dimensionality, size, and data type. A one-dimensional layered texture is addressed using an integer index and a floatingpoint texture coordinate; the index denotes a layer within the sequence and the coordinate addresses a texel within that layer. A two-dimensional layered texture is addressed using an integer index and two floating-point texture coordinates; the index denotes a layer within the sequence and the coordinates address a texel within that layer. A layered texture can only be a CUDA array by calling cudaMalloc3DArray() with the cudaArrayLayered flag (and a height of zero for one-dimensional layered texture). Layered textures are fetched using the device functions described in tex1Dlayered() and tex2Dlayered(). Texture filtering (see Texture Fetching) is done only within a layer, not across layers. Layered textures are only supported on devices of compute capability 2.0 and higher.
www.nvidia.com
PG-02829-001_v5.0|45
Programming Interface
3.2.10.1.5Cubemap Textures
A cubemap texture is a special type of two-dimensional layered texture that has six layers representing the faces of a cube: The width of a layer is equal to its height. The cubemap is addressed using three texture coordinates x, y, and z that are interpreted as a direction vector emanating from the center of the cube and pointing to one face of the cube and a texel within the layer corresponding to that face. More specifically, the face is selected by the coordinate with largest magnitude m and the corresponding layer is addressed using coordinates (s/m+1)/2 and (t/m+1)/2 where s and t are defined in Table 1 Cubemap Fetch.
Table1Cubemap Fetch
face
|x| > |y| and |x| > |z| x>0 x<0 y>0 y<0 z>0 z<0 0 1 2 3 4 5
m
x -x y -y z -z
s
-z z x x x -x
t
-y -y z -z -y -y
A layered texture can only be a CUDA array by calling cudaMalloc3DArray() with the cudaArrayCubemap flag. Cubemap textures are fetched using the device function described in texCubemap(). Cubemap textures are only supported on devices of compute capability 2.0 and higher.
www.nvidia.com
PG-02829-001_v5.0|46
Programming Interface
3.2.10.1.7Texture Gather
Texture gather is a special texture fetch that is available for two-dimensional textures only. It is performed by the tex2Dgather() function, which has the same parameters as tex2D(), plus an additional comp parameter equal to 0, 1, 2, or 3 (see tex2Dgather()). It returns four 32-bit numbers that correspond to the value of the component comp of each of the four texels that would have been used for bilinear filtering during a regular texture fetch. For example, if these texels are of values (253, 20, 31, 255), (250, 25, 29, 254), (249, 16, 37, 253), (251, 22, 30, 250), and comp is 2, tex2Dgather() returns (31, 29, 37, 30). Texture gather is only supported for CUDA arrays created with the cudaArrayTextureGather flag and of width and height less than the maximum specified in Table 10 Technical Specifications per Compute Capability for texture gather, which is smaller than for regular texture fetch. Texture gather is only supported on devices of compute capability 2.0 and higher.
3.2.10.2Surface Memory
For devices of compute capability 2.0 and higher, a CUDA array (described in Cubemap Surfaces), created with the cudaArraySurfaceLoadStore flag, can be read and written via a surface object or surface reference using the functions described in Surface Functions. Table 10 Technical Specifications per Compute Capability lists the maximum surface width, height, and depth depending on the compute capability of the device.
www.nvidia.com
PG-02829-001_v5.0|47
Programming Interface
cudaChannelFormatKindUnsigned); cudaArray* cuInputArray; cudaMallocArray(&cuInputArray, &channelDesc, width, height, cudaArraySurfaceLoadStore); cudaArray* cuOutputArray; cudaMallocArray(&cuOutputArray, &channelDesc, width, height, cudaArraySurfaceLoadStore); // Copy to device memory some data located at address h_data // in host memory cudaMemcpyToArray(cuInputArray, 0, 0, h_data, size, cudaMemcpyHostToDevice); // Specify surface struct cudaResourceDesc resDesc; memset(&resDesc, 0, sizeof(resDesc)); resDesc.resType = cudaResourceTypeArray; // Create the surface objects resDesc.res.array.array = cuInputArray; cudaSurfaceObject inputSurfObj = 0; cudaCreateSurfaceObject(&inputSurfObj, &resDesc); resDesc.res.array.array = cuOutputArray; cudaSurfaceObject outputSurfObj = 0; cudaCreateSurfaceObject(&outputSurfObj, &resDesc); // Invoke kernel dim3 dimBlock(16, 16); dim3 dimGrid((width + dimBlock.x - 1) / dimBlock.x, (height + dimBlock.y - 1) / dimBlock.y); copyKernel<<<dimGrid, dimBlock>>>(inputSurfObj, outputSurfObj, width, height); // Destroy surface objects cudaDestroySurfaceObject(inputSurfObj); cudaDestroySurfaceObject(outputSurfObj); // Free device memory cudaFreeArray(cuInputArray); cudaFreeArray(cuOutputArray); } return 0;
where Type specifies the type of the surface reference and is equal to cudaSurfaceType1D, cudaSurfaceType2D, cudaSurfaceType3D, cudaSurfaceTypeCubemap, cudaSurfaceType1DLayered, cudaSurfaceType2DLayered, or cudaSurfaceTypeCubemapLayered; Type is an optional argument which defaults to cudaSurfaceType1D. A surface reference can only be declared as a static global variable and cannot be passed as an argument to a function. Before a kernel can use a surface reference to access a CUDA array, the surface reference must be bound to the CUDA array using cudaBindSurfaceToArray(). The following code samples bind a surface reference to a CUDA array cuArray:
www.nvidia.com
PG-02829-001_v5.0|48
Programming Interface
A CUDA array must be read and written using surface functions of matching dimensionality and type and via a surface reference of matching dimensionality; otherwise, the results of reading and writing the CUDA array are undefined. Unlike texture memory, surface memory uses byte addressing. This means that the xcoordinate used to access a texture element via texture functions needs to be multiplied by the byte size of the element to access the same element via a surface function. For example, the element at texture coordinate x of a one-dimensional floating-point CUDA array bound to a texture reference texRef and a surface reference surfRef is read using tex1d(texRef, x) via texRef, but surf1Dread(surfRef, 4*x) via surfRef. Similarly, the element at texture coordinate x and y of a twodimensional floating-point CUDA array bound to a texture reference texRef and a surface reference surfRef is accessed using tex2d(texRef, x, y) via texRef, but surf2Dread(surfRef, 4*x, y) via surfRef (the byte offset of the y-coordinate is internally calculated from the underlying line pitch of the CUDA array). The following code sample applies some simple transformation kernel to a texture.
// 2D surfaces surface<void, 2> inputSurfRef; surface<void, 2> outputSurfRef; // Simple copy kernel __global__ void copyKernel(int width, int height) { // Calculate surface coordinates unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; if (x < width && y < height) { uchar4 data; // Read from input surface surf2Dread(&data, inputSurfRef, x * 4, y); // Write to output surface surf2Dwrite(data, outputSurfRef, x * 4, y); } } // Host code int main() { // Allocate CUDA arrays in device memory cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(8, 8, 8, 8, cudaChannelFormatKindUnsigned); cudaArray* cuInputArray; cudaMallocArray(&cuInputArray, &channelDesc, width, height, cudaArraySurfaceLoadStore); cudaArray* cuOutputArray; cudaMallocArray(&cuOutputArray, &channelDesc, width, height, cudaArraySurfaceLoadStore);
www.nvidia.com
PG-02829-001_v5.0|49
Programming Interface
// Copy to device memory some data located at address h_data // in host memory cudaMemcpyToArray(cuInputArray, 0, 0, h_data, size, cudaMemcpyHostToDevice); // Bind the arrays to the surface references cudaBindSurfaceToArray(inputSurfRef, cuInputArray); cudaBindSurfaceToArray(outputSurfRef, cuOutputArray); // Invoke kernel dim3 dimBlock(16, 16); dim3 dimGrid((width + dimBlock.x - 1) / dimBlock.x, (height + dimBlock.y - 1) / dimBlock.y); copyKernel<<<dimGrid, dimBlock>>>(width, height); // Free device memory cudaFreeArray(cuInputArray); cudaFreeArray(cuOutputArray); } return 0;
3.2.10.2.3Cubemap Surfaces
Cubemap surfaces are accessed usingsurfCubemapread() and surfCubemapwrite() (surfCubemapread() and surfCubemapwrite()) as a twodimensional layered surface, i.e., using an integer index denoting a face and two floating-point texture coordinates addressing a texel within the layer corresponding to this face. Faces are ordered as indicated in Table 1 Cubemap Fetch.
3.2.10.3CUDA Arrays
CUDA arrays are opaque memory layouts optimized for texture fetching. They are one dimensional, two dimensional, or three-dimensional and composed of elements, each of which has 1, 2 or 4 components that may be signed or unsigned 8 , 16 or 32 bit integers, 16 bit floats, or 32 bit floats. CUDA arrays are only accessible by kernels through texture fetching as described in Texture Memory or surface reading and writing as described in Surface Memory .
3.2.10.4Read/Write Coherency
The texture and surface memory is cached (see Device Memory Accesses) and within the same kernel call, the cache is not kept coherent with respect to global memory writes and surface memory writes, so any texture fetch or surface read to an address
www.nvidia.com
PG-02829-001_v5.0|50
Programming Interface
that has been written to via a global write or a surface write in the same kernel call returns undefined data. In other words, a thread can safely read some texture or surface memory location only if this memory location has been updated by a previous kernel call or memory copy, but not if it has been previously updated by the same thread or another thread from the same kernel call.
3.2.11Graphics Interoperability
Some resources from OpenGL and Direct3D may be mapped into the address space of CUDA, either to enable CUDA to read data written by OpenGL or Direct3D, or to enable CUDA to write data for consumption by OpenGL or Direct3D. A resource must be registered to CUDA before it can be mapped using the functions mentioned in OpenGL Interoperability and Direct3D Interoperability. These functions return a pointer to a CUDA graphics resource of type struct cudaGraphicsResource. Registering a resource is potentially high-overhead and therefore typically called only once per resource. A CUDA graphics resource is unregistered using cudaGraphicsUnregisterResource(). Once a resource is registered to CUDA, it can be mapped and unmapped as many times as necessary using cudaGraphicsMapResources() and cudaGraphicsUnmapResources(). cudaGraphicsResourceSetMapFlags() can be called to specify usage hints (write-only, read-only) that the CUDA driver can use to optimize resource management. A mapped resource can be read from or written to by kernels using the device memory address returned by cudaGraphicsResourceGetMappedPointer() for buffers and cudaGraphicsSubResourceGetMappedArray() for CUDA arrays. Accessing a resource through OpenGL or Direct3D while it is mapped to CUDA produces undefined results. OpenGL Interoperability and Direct3D Interoperability give specifics for each graphics API and some code samples. SLI Interoperability gives specifics for when the system is in SLI mode.
3.2.11.1OpenGL Interoperability
Interoperability with OpenGL requires that the CUDA device be specified by cudaGLSetGLDevice() before any other runtime calls. Note that cudaSetDevice() and cudaGLSetGLDevice() are mutually exclusive. The OpenGL resources that may be mapped into the address space of CUDA are OpenGL buffer, texture, and renderbuffer objects. A buffer object is registered using cudaGraphicsGLRegisterBuffer(). In CUDA, it appears as a device pointer and can therefore be read and written by kernels or via cudaMemcpy() calls. A texture or renderbuffer object is registered using cudaGraphicsGLRegisterImage(). In CUDA, it appears as a CUDA array. Kernels can read from the array by binding it to a texture or surface reference. They can also write to it via the surface write functions if the resource has been registered with the cudaGraphicsRegisterFlagsSurfaceLoadStore flag. The array can also be
www.nvidia.com
PG-02829-001_v5.0|51
Programming Interface
read and written via cudaMemcpy2D() calls. cudaGraphicsGLRegisterImage() supports all texture formats with 1, 2, or 4 components and an internal type of float (e.g., GL_RGBA_FLOAT32), normalized integer (e.g., GL_RGBA8, GL_INTENSITY16), and unnormalized integer (e.g., GL_RGBA8UI) (please note that since unnormalized integer formats require OpenGL 3.0, they can only be written by shaders, not the fixed function pipeline). The OpenGL context whose resources are being shared has to be current to the host thread making any OpenGL interoperability API calls. The following code sample uses a kernel to dynamically modify a 2D width x height grid of vertices stored in a vertex buffer object:
GLuint positionsVBO; struct cudaGraphicsResource* positionsVBO_CUDA; int main() { // Initialize OpenGL and GLUT for device 0 // and make the OpenGL context current ... glutDisplayFunc(display); // Explicitly set device 0 cudaGLSetGLDevice(0); // Create buffer object and register it with CUDA glGenBuffers(1, positionsVBO); glBindBuffer(GL_ARRAY_BUFFER, &positionsVBO); unsigned int size = width * height * 4 * sizeof(float); glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); cudaGraphicsGLRegisterBuffer(&positionsVBO_CUDA, positionsVBO, cudaGraphicsMapFlagsWriteDiscard); // Launch rendering loop glutMainLoop(); } ...
void display() { // Map buffer object for writing from CUDA float4* positions; cudaGraphicsMapResources(1, &positionsVBO_CUDA, 0); size_t num_bytes; cudaGraphicsResourceGetMappedPointer((void**)&positions, &num_bytes, positionsVBO_CUDA)); // Execute kernel dim3 dimBlock(16, 16, 1); dim3 dimGrid(width / dimBlock.x, height / dimBlock.y, 1); createVertices<<<dimGrid, dimBlock>>>(positions, time, width, height); // Unmap buffer object cudaGraphicsUnmapResources(1, &positionsVBO_CUDA, 0); // Render from buffer object glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindBuffer(GL_ARRAY_BUFFER, positionsVBO); glVertexPointer(4, GL_FLOAT, 0, 0);
www.nvidia.com
PG-02829-001_v5.0|52
Programming Interface
void deleteVBO() { cudaGraphicsUnregisterResource(positionsVBO_CUDA); glDeleteBuffers(1, &positionsVBO); } __global__ void createVertices(float4* positions, float time, unsigned int width, unsigned int height) { unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; // Calculate uv coordinates float u = x / (float)width; float v = y / (float)height; u = u * 2.0f - 1.0f; v = v * 2.0f - 1.0f; // calculate simple sine wave pattern float freq = 4.0f; float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f; // Write positions positions[y * width + x] = make_float4(u, w, v, 1.0f);
On Windows and for Quadro GPUs, cudaWGLGetDevice() can be used to retrieve the CUDA device associated to the handle returned by wglEnumGpusNV(). Quadro GPUs offer higher performance OpenGL interoperability than GeForce and Tesla GPUs in a multi-GPU configuration where OpenGL rendering is performed on the Quadro GPU and CUDA computations are performed on other GPUs in the system.
3.2.11.2Direct3D Interoperability
Direct3D interoperability is supported for Direct3D 9, Direct3D 10, and Direct3D 11. A CUDA context may interoperate with only one Direct3D device at a time and the CUDA context and Direct3D device must be created on the same GPU. In addition the following considerations must be taken when creating the device: Direct3D 9 devices must be created with DeviceType set to D3DDEVTYPE_HAL and BehaviorFlags with the D3DCREATE_HARDWARE_VERTEXPROCESSING flag. Direct3D 10 and Direct3D 11 devices must be created with DriverType set to D3D_DRIVER_TYPE_HARDWARE. Interoperability with Direct3D requires that the Direct3D device be specified by cudaD3D9SetDirect3DDevice(), cudaD3D10SetDirect3DDevice() and cudaD3D11SetDirect3DDevice(), before any other runtime calls. cudaD3D9GetDevice(), cudaD3D10GetDevice(), and cudaD3D11GetDevice() can be used to retrieve the CUDA device associated to some adapter. A set of calls is also available to allow the creation of CUDA contexts with interoperability with Direct3D devices that use NVIDIA SLI in AFR (Alternate
www.nvidia.com
PG-02829-001_v5.0|53
Programming Interface
Frame Rendering) mode: cudaD3D[9|10|11]GetDevices(). A call to cudaD3D[9|10|11]GetDevices()can be used to obtain a list of CUDA device handles that can be passed as the (optional) last parameter to cudaD3D[9|10| 11]SetDirect3DDevice(). The application has the choice to either create multiple CPU threads, each using a different CUDA context, or a single CPU thread using multiple CUDA context. If using separate CPU threads for each GPU each of the CUDA contexts would be created by the CUDA runtime by calling in a separate CPU thread cudaD3D[9|10| 11]SetDirect3DDevice() using one of the CUDA device handles returned by cudaD3D[9|10|11]GetDevices(). If using a single CPU thread the CUDA contexts would have to be created using the CUDA driver API context creation functions for interoperability with Direct3D devices that use NVIDIA SLI (cuD3D[9|10|11]CtxCreateOnDevice()). The application relies on the interoperability between CUDA driver and runtime APIs (Interoperablility between Runtime and Driver APIs), which allows it to call cuCtxPushCurrent() and cuCtxPopCurrent() to change the CUDA context active at a given time. The Direct3D resources that may be mapped into the address space of CUDA are Direct3D buffers, textures, and surfaces. These resources are registered using cudaGraphicsD3D9RegisterResource(), cudaGraphicsD3D10RegisterResource(), and cudaGraphicsD3D11RegisterResource(). The following code sample uses a kernel to dynamically modify a 2D width x height grid of vertices stored in a vertex buffer object.
3.2.11.2.1Direct3D 9 Version
IDirect3D9* D3D; IDirect3DDevice9* device; struct CUSTOMVERTEX { FLOAT x, y, z; DWORD color; }; IDirect3DVertexBuffer9* positionsVB; struct cudaGraphicsResource* positionsVB_CUDA; int main() { // Initialize Direct3D D3D = Direct3DCreate9(D3D_SDK_VERSION); // Get a CUDA-enabled adapter unsigned int adapter = 0; for (; adapter < g_pD3D->GetAdapterCount(); adapter++) { D3DADAPTER_IDENTIFIER9 adapterId; g_pD3D->GetAdapterIdentifier(adapter, 0, &adapterId); int dev; if (cudaD3D9GetDevice(&dev, adapterId.DeviceName) == cudaSuccess) break; } // Create device ... D3D->CreateDevice(adapter, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, &device);
www.nvidia.com
PG-02829-001_v5.0|54
Programming Interface
// Register device with CUDA cudaD3D9SetDirect3DDevice(device); // Create vertex buffer and register it with CUDA unsigned int size = width * height * sizeof(CUSTOMVERTEX); device->CreateVertexBuffer(size, 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &positionsVB, 0); cudaGraphicsD3D9RegisterResource(&positionsVB_CUDA, positionsVB, cudaGraphicsRegisterFlagsNone); cudaGraphicsResourceSetMapFlags(positionsVB_CUDA, cudaGraphicsMapFlagsWriteDiscard); // Launch rendering loop while (...) { ... Render(); ... } ...
void Render() { // Map vertex buffer for writing from CUDA float4* positions; cudaGraphicsMapResources(1, &positionsVB_CUDA, 0); size_t num_bytes; cudaGraphicsResourceGetMappedPointer((void**)&positions, &num_bytes, positionsVB_CUDA)); // Execute kernel dim3 dimBlock(16, 16, 1); dim3 dimGrid(width / dimBlock.x, height / dimBlock.y, 1); createVertices<<<dimGrid, dimBlock>>>(positions, time, width, height); // Unmap vertex buffer cudaGraphicsUnmapResources(1, &positionsVB_CUDA, 0); // Draw and present ...
void releaseVB() { cudaGraphicsUnregisterResource(positionsVB_CUDA); positionsVB->Release(); } __global__ void createVertices(float4* positions, float time, unsigned int width, unsigned int height) { unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; // Calculate uv coordinates float u = x / (float)width; float v = y / (float)height; u = u * 2.0f - 1.0f; v = v * 2.0f - 1.0f; // Calculate simple sine wave pattern float freq = 4.0f; float w = sinf(u * freq + time)
www.nvidia.com
PG-02829-001_v5.0|55
Programming Interface
* cosf(v * freq + time) * 0.5f; // Write positions positions[y * width + x] = make_float4(u, w, v, __int_as_float(0xff00ff00));
3.2.11.2.2Direct3D 10 Version
ID3D10Device* device; struct CUSTOMVERTEX { FLOAT x, y, z; DWORD color; }; ID3D10Buffer* positionsVB; struct cudaGraphicsResource* positionsVB_CUDA; int main() { // Get a CUDA-enabled adapter IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); IDXGIAdapter* adapter = 0; for (unsigned int i = 0; !adapter; ++i) { if (FAILED(factory->EnumAdapters(i, &adapter)) break; int dev; if (cudaD3D10GetDevice(&dev, adapter) == cudaSuccess) break; adapter->Release(); } factory->Release(); // Create swap chain and device ... D3D10CreateDeviceAndSwapChain(adapter, D3D10_DRIVER_TYPE_HARDWARE, 0, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION, &swapChainDesc, &swapChain, &device); adapter->Release(); // Register device with CUDA cudaD3D10SetDirect3DDevice(device); // Create vertex buffer and register it with CUDA unsigned int size = width * height * sizeof(CUSTOMVERTEX); D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = size; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; device->CreateBuffer(&bufferDesc, 0, &positionsVB); cudaGraphicsD3D10RegisterResource(&positionsVB_CUDA, positionsVB, cudaGraphicsRegisterFlagsNone); cudaGraphicsResourceSetMapFlags(positionsVB_CUDA, cudaGraphicsMapFlagsWriteDiscard); // Launch rendering loop while (...) { ... Render(); ...
www.nvidia.com
PG-02829-001_v5.0|56
Programming Interface
} ...
void Render() { // Map vertex buffer for writing from CUDA float4* positions; cudaGraphicsMapResources(1, &positionsVB_CUDA, 0); size_t num_bytes; cudaGraphicsResourceGetMappedPointer((void**)&positions, &num_bytes, positionsVB_CUDA)); // Execute kernel dim3 dimBlock(16, 16, 1); dim3 dimGrid(width / dimBlock.x, height / dimBlock.y, 1); createVertices<<<dimGrid, dimBlock>>>(positions, time, width, height); // Unmap vertex buffer cudaGraphicsUnmapResources(1, &positionsVB_CUDA, 0); // Draw and present ...
void releaseVB() { cudaGraphicsUnregisterResource(positionsVB_CUDA); positionsVB->Release(); } __global__ void createVertices(float4* positions, float time, unsigned int width, unsigned int height) { unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; // Calculate uv coordinates float u = x / (float)width; float v = y / (float)height; u = u * 2.0f - 1.0f; v = v * 2.0f - 1.0f; // Calculate simple sine wave pattern float freq = 4.0f; float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f; // Write positions positions[y * width + x] = make_float4(u, w, v, __int_as_float(0xff00ff00));
3.2.11.2.3Direct3D 11 Version
ID3D11Device* device; struct CUSTOMVERTEX { FLOAT x, y, z; DWORD color; }; ID3D11Buffer* positionsVB; struct cudaGraphicsResource* positionsVB_CUDA; int main() {
www.nvidia.com
PG-02829-001_v5.0|57
Programming Interface
// Get a CUDA-enabled adapter IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); IDXGIAdapter* adapter = 0; for (unsigned int i = 0; !adapter; ++i) { if (FAILED(factory->EnumAdapters(i, &adapter)) break; int dev; if (cudaD3D11GetDevice(&dev, adapter) == cudaSuccess) break; adapter->Release(); } factory->Release(); // Create swap chain and device ... sFnPtr_D3D11CreateDeviceAndSwapChain(adapter, D3D11_DRIVER_TYPE_HARDWARE, 0, D3D11_CREATE_DEVICE_DEBUG, featureLevels, 3, D3D11_SDK_VERSION, &swapChainDesc, &swapChain, &device, &featureLevel, &deviceContext); adapter->Release(); // Register device with CUDA cudaD3D11SetDirect3DDevice(device); // Create vertex buffer and register it with CUDA unsigned int size = width * height * sizeof(CUSTOMVERTEX); D3D11_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.ByteWidth = size; bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; device->CreateBuffer(&bufferDesc, 0, &positionsVB); cudaGraphicsD3D11RegisterResource(&positionsVB_CUDA, positionsVB, cudaGraphicsRegisterFlagsNone); cudaGraphicsResourceSetMapFlags(positionsVB_CUDA, cudaGraphicsMapFlagsWriteDiscard); // Launch rendering loop while (...) { ... Render(); ... } ...
void Render() { // Map vertex buffer for writing from CUDA float4* positions; cudaGraphicsMapResources(1, &positionsVB_CUDA, 0); size_t num_bytes; cudaGraphicsResourceGetMappedPointer((void**)&positions, &num_bytes, positionsVB_CUDA)); // Execute kernel dim3 dimBlock(16, 16, 1);
www.nvidia.com
PG-02829-001_v5.0|58
Programming Interface
dim3 dimGrid(width / dimBlock.x, height / dimBlock.y, 1); createVertices<<<dimGrid, dimBlock>>>(positions, time, width, height); // Unmap vertex buffer cudaGraphicsUnmapResources(1, &positionsVB_CUDA, 0); // Draw and present ...
void releaseVB() { cudaGraphicsUnregisterResource(positionsVB_CUDA); positionsVB->Release(); } __global__ void createVertices(float4* positions, float time, unsigned int width, unsigned int height) unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;
// Calculate uv coordinates float u = x / (float)width; float v = y / (float)height; u = u * 2.0f - 1.0f; v = v * 2.0f - 1.0f; // Calculate simple sine wave pattern float freq = 4.0f; float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f; // Write positions positions[y * width + x] = make_float4(u, w, v, __int_as_float(0xff00ff00));
3.2.11.3SLI Interoperability
In a system with multiple GPUs, all CUDA-enabled GPUs are accessible via the CUDA driver and runtime as separate devices. There are however special considerations as described below when the system is in SLI mode. First, an allocation in one CUDA device on one GPU will consume memory on other GPUs that are part of the SLI configuration of the Direct3D or OpenGL device. Because of this, allocations may fail earlier than otherwise expected. Second, applications have to create multiple CUDA contexts, one for each GPU in the SLI configuration and deal with the fact that a different GPU is used for rendering by the Direct3D or OpenGL device at every frame. The application can use the cudaD3D[9|10|11]GetDevices() for Direct3D and cudaGLGetDevices() for OpenGL set of calls to identify the CUDA device handle(s) for the device(s) that are performing the rendering in the current and next frame. Given this information the application will typically map Direct3D or OpenGL resources to the CUDA context corresponding to the CUDA device returned by cudaD3D[9|10|11]GetDevices() or cudaGLGetDevices() when the deviceList parameter is set to CU_D3D10_DEVICE_LIST_CURRENT_FRAME or cudaGLDeviceListCurrentFrame.
www.nvidia.com
PG-02829-001_v5.0|59
Programming Interface
See Direct3D Interoperability and OpenGL Interoperability for details on how the CUDA runtime interoperate with Direct3D and OpenGL, respectively.
www.nvidia.com
PG-02829-001_v5.0|60
Programming Interface
3.4Compute Modes
On Tesla solutions running Windows Server 2008 and later or Linux, one can set any device in a system in one of the three following modes using NVIDIAs System Management Interface (nvidia-smi), which is a tool distributed as part of the driver: Default compute mode: Multiple host threads can use the device (by calling cudaSetDevice() on this device, when using the runtime API, or by making current a context associated to the device, when using the driver API) at the same time. Exclusive-process compute mode: Only one CUDA context may be created on the device across all processes in the system and that context may be current to as many threads as desired within the process that created that context. Exclusive-process-and-thread compute mode: Only one CUDA context may be created on the device across all processes in the system and that context may only be current to one thread at a time. Prohibited compute mode: No CUDA context can be created on the device. This means, in particular, that a host thread using the runtime API without explicitly calling cudaSetDevice() might be associated with a device other than device 0 if device 0 turns out to be in the exclusive-process mode and used by another process, or in the exclusive-process-and-thread mode and used by another thread, or in prohibited mode. cudaSetValidDevices() can be used to set a device from a prioritized list of devices. Applications may query the compute mode of a device by checking the computeMode device property (see Device Enumeration).
www.nvidia.com
PG-02829-001_v5.0|61
Programming Interface
3.5Mode Switches
GPUs that have a display output dedicate some DRAM memory to the so-called primary surface, which is used to refresh the display device whose output is viewed by the user. When users initiate a mode switch of the display by changing the resolution or bit depth of the display (using NVIDIA control panel or the Display control panel on Windows), the amount of memory needed for the primary surface changes. For example, if the user changes the display resolution from 1280x1024x32-bit to 1600x1200x32-bit, the system must dedicate 7.68 MB to the primary surface rather than 5.24 MB. (Full-screen graphics applications running with anti-aliasing enabled may require much more display memory for the primary surface.) On Windows, other events that may initiate display mode switches include launching a full-screen DirectX application, hitting Alt +Tab to task switch away from a full-screen DirectX application, or hitting Ctrl+Alt+Del to lock the computer. If a mode switch increases the amount of memory needed for the primary surface, the system may have to cannibalize memory allocations dedicated to CUDA applications. Therefore, a mode switch results in any call to the CUDA runtime to fail and return an invalid context error.
www.nvidia.com
PG-02829-001_v5.0|62
The NVIDIA GPU architecture is built around a scalable array of multithreaded Streaming Multiprocessors (SMs). When a CUDA program on the host CPU invokes a kernel grid, the blocks of the grid are enumerated and distributed to multiprocessors with available execution capacity. The threads of a thread block execute concurrently on one multiprocessor, and multiple thread blocks can execute concurrently on one multiprocessor. As thread blocks terminate, new blocks are launched on the vacated multiprocessors. A multiprocessor is designed to execute hundreds of threads concurrently. To manage such a large amount of threads, it employs a unique architecture called SIMT (SingleInstruction, Multiple-Thread) that is described in SIMT Architecture. The instructions are pipelined to leverage instruction-level parallelism within a single thread, as well as thread-level parallelism extensively through simultaneous hardware multithreading as detailed in Hardware Multithreading. Unlike CPU cores they are issued in order however and there is no branch prediction and no speculative execution. SIMT Architecture and Hardware Multithreading describe the architecture features of the streaming multiprocessor that are common to all devices. Compute Capability 1.x, Compute Capability 2.x, and Compute Capability 3.x provide the specifics for devices of compute capabilities 1.x, 2.x, and 3.x, respectively.
4.1SIMT Architecture
The multiprocessor creates, manages, schedules, and executes threads in groups of 32 parallel threads called warps. Individual threads composing a warp start together at the same program address, but they have their own instruction address counter and register state and are therefore free to branch and execute independently. The term warp originates from weaving, the first parallel thread technology. A half-warp is either the first or second half of a warp. A quarter-warp is either the first, second, third, or fourth quarter of a warp. When a multiprocessor is given one or more thread blocks to execute, it partitions them into warps and each warp gets scheduled by a warp scheduler for execution. The way a block is partitioned into warps is always the same; each warp contains threads
www.nvidia.com
PG-02829-001_v5.0|63
Hardware Implementation
of consecutive, increasing thread IDs with the first warp containing thread 0. Thread Hierarchy describes how thread IDs relate to thread indices in the block. A warp executes one common instruction at a time, so full efficiency is realized when all 32 threads of a warp agree on their execution path. If threads of a warp diverge via a data-dependent conditional branch, the warp serially executes each branch path taken, disabling threads that are not on that path, and when all paths complete, the threads converge back to the same execution path. Branch divergence occurs only within a warp; different warps execute independently regardless of whether they are executing common or disjoint code paths. The SIMT architecture is akin to SIMD (Single Instruction, Multiple Data) vector organizations in that a single instruction controls multiple processing elements. A key difference is that SIMD vector organizations expose the SIMD width to the software, whereas SIMT instructions specify the execution and branching behavior of a single thread. In contrast with SIMD vector machines, SIMT enables programmers to write thread-level parallel code for independent, scalar threads, as well as data-parallel code for coordinated threads. For the purposes of correctness, the programmer can essentially ignore the SIMT behavior; however, substantial performance improvements can be realized by taking care that the code seldom requires threads in a warp to diverge. In practice, this is analogous to the role of cache lines in traditional code: Cache line size can be safely ignored when designing for correctness but must be considered in the code structure when designing for peak performance. Vector architectures, on the other hand, require the software to coalesce loads into vectors and manage divergence manually. If a non-atomic instruction executed by a warp writes to the same location in global or shared memory for more than one of the threads of the warp, the number of serialized writes that occur to that location varies depending on the compute capability of the device (see Compute Capability 1.x, Compute Capability 2.x, and Compute Capability 3.x) and which thread performs the final write is undefined. If an atomic instruction (see Time Function) executed by a warp reads, modifies, and writes to the same location in global memory for more than one of the threads of the warp, each read, modify, write to that location occurs and they are all serialized, but the order in which they occur is undefined.
4.2Hardware Multithreading
The execution context (program counters, registers, etc) for each warp processed by a multiprocessor is maintained on-chip during the entire lifetime of the warp. Therefore, switching from one execution context to another has no cost, and at every instruction issue time, a warp scheduler selects a warp that has threads ready to execute its next instruction (the active threads of the warp) and issues the instruction to those threads. In particular, each multiprocessor has a set of 32-bit registers that are partitioned among the warps, and a parallel data cache or shared memory that is partitioned among the thread blocks. The number of blocks and warps that can reside and be processed together on the multiprocessor for a given kernel depends on the amount of registers and shared memory used by the kernel and the amount of registers and shared memory available
www.nvidia.com
PG-02829-001_v5.0|64
Hardware Implementation
on the multiprocessor. There are also a maximum number of resident blocks and a maximum number of resident warps per multiprocessor. These limits as well the amount of registers and shared memory available on the multiprocessor are a function of the compute capability of the device and are given in Appendix F. If there are not enough registers or shared memory available per multiprocessor to process at least one block, the kernel will fail to launch. The total number of warps in a block is as follows:
T is the number of threads per block, Wsizeis the warp size, which is equal to 32, ceil(x, y) is equal to x rounded up to the nearest multiple of y. The total number of registers and total amount of shared memory allocated for a block are documented in the CUDA Occupancy Calculator provided in CUDA Software Development Kit.
www.nvidia.com
PG-02829-001_v5.0|65
5.2Maximize Utilization
To maximize utilization the application should be structured in a way that it exposes as much parallelism as possible and efficiently maps this parallelism to the various components of the system to keep them busy most of the time.
5.2.1Application Level
At a high level, the application should maximize parallel execution between the host, the devices, and the bus connecting the host to the devices, by using asynchronous functions calls and streams as described in Asynchronous Concurrent Execution. It should assign to each processor the type of work it does best: serial workloads to the host; parallel workloads to the devices.
www.nvidia.com
PG-02829-001_v5.0|66
Performance Guidelines
For the parallel workloads, at points in the algorithm where parallelism is broken because some threads need to synchronize in order to share data with each other, there are two cases: Either these threads belong to the same block, in which case they should use __syncthreads() and share data through shared memory within the same kernel invocation, or they belong to different blocks, in which case they must share data through global memory using two separate kernel invocations, one for writing to and one for reading from global memory. The second case is much less optimal since it adds the overhead of extra kernel invocations and global memory traffic. Its occurrence should therefore be minimized by mapping the algorithm to the CUDA programming model in such a way that the computations that require inter-thread communication are performed within a single thread block as much as possible.
5.2.2Device Level
At a lower level, the application should maximize parallel execution between the multiprocessors of a device. For devices of compute capability 1.x, only one kernel can execute on a device at one time, so the kernel should be launched with at least as many thread blocks as there are multiprocessors in the device. For devices of compute capability 2.x and higher, multiple kernels can execute concurrently on a device, so maximum utilization can also be achieved by using streams to enable enough kernels to execute concurrently as described in Asynchronous Concurrent Execution.
5.2.3Multiprocessor Level
At an even lower level, the application should maximize parallel execution between the various functional units within a multiprocessor. As described in Hardware Multithreading, a GPU multiprocessor relies on threadlevel parallelism to maximize utilization of its functional units. Utilization is therefore directly linked to the number of resident warps. At every instruction issue time, a warp scheduler selects a warp that is ready to execute its next instruction, if any, and issues the instruction to the active threads of the warp. The number of clock cycles it takes for a warp to be ready to execute its next instruction is called the latency, and full utilization is achieved when all warp schedulers always have some instruction to issue for some warp at every clock cycle during that latency period, or in other words, when latency is completely hidden. The number of instructions required to hide a latency of L clock cycles depends on the respective throughputs of these instructions (see Arithmetic Instructions for the throughputs of various arithmetic instructions); assuming maximum throughput for all instructions, it is: L/4 (rounded up to nearest integer) for devices of compute capability 1.x since a multiprocessor issues one instruction per warp over four clock cycles, as mentioned in Compute Capability 1.x, L for devices of compute capability 2.0 since a multiprocessor issues one instruction per warp over two clock cycles for two warps at a time, as mentioned in Compute Capability 2.x,
www.nvidia.com
PG-02829-001_v5.0|67
Performance Guidelines
2L for devices of compute capability 2.1 since a multiprocessor issues a pair of instructions per warp over two clock cycles for two warps at a time, as mentioned in Compute Capability 2.x, 8L for devices of compute capability 3.x since a multiprocessor issues a pair of instructions per warp over one clock cycle for four warps at a time, as mentioned in Compute Capability 3.x. For devices of compute capability 2.0, the two instructions issued every other cycle are for two different warps. For devices of compute capability 2.1, the four instructions issued every other cycle are two pairs for two different warps, each pair being for the same warp. For devices of compute capability 3.x, the eight instructions issued every cycle are four pairs for four different warps, each pair being for the same warp. The most common reason a warp is not ready to execute its next instruction is that the instructions input operands are not available yet. If all input operands are registers, latency is caused by register dependencies, i.e., some of the input operands are written by some previous instruction(s) whose execution has not completed yet. In the case of a back-to-back register dependency (i.e., some input operand is written by the previous instruction), the latency is equal to the execution time of the previous instruction and the warp schedulers must schedule instructions for different warps during that time. Execution time varies depending on the instruction, but it is typically about 22 clock cycles for devices of compute capability 1.x and 2.x and about 11 clock cycles for devices of compute capability 3.x, which translates to 6 warps for devices of compute capability 1.x, 22 warps for devices of compute capability 2.x, and 44 warps for devices of compute capability 3.x and higher (still assuming that warps execute instructions with maximum throughput, otherwise fewer warps are needed). For devices of compute capability 2.1 and higher, this is also assuming enough instruction-level parallelism so that schedulers are always able to issue pairs of instructions for each warp. If some input operand resides in off-chip memory, the latency is much higher: 400 to 800 clock cycles for devices of compute capability 1.x and 2.x and about 200 to 400 clock cycles for devices of compute capability 3.x. The number of warps required to keep the warp schedulers busy during such high latency periods depends on the kernel code and its degree of instruction-level parallelism. In general, more warps are required if the ratio of the number of instructions with no off-chip memory operands (i.e., arithmetic instructions most of the time) to the number of instructions with off-chip memory operands is low (this ratio is commonly called the arithmetic intensity of the program). For example, assume this ratio is 30, also assume the latencies are 600 cycles on devices of compute capability 1.x and 2.x and 300 cycles on devices of compute capability 3.x. Then about 5 warps are required for devices of compute capability 1.x, about 20 for devices of compute capability 2.x and about 40 for devices of compute capability 3.x (with the same assumptions as in the previous paragraph). Another reason a warp is not ready to execute its next instruction is that it is waiting at some memory fence (Memory Fence Functions) or synchronization point (Memory Fence Functions). A synchronization point can force the multiprocessor to idle as more and more warps wait for other warps in the same block to complete execution of
www.nvidia.com
PG-02829-001_v5.0|68
Performance Guidelines
instructions prior to the synchronization point. Having multiple resident blocks per multiprocessor can help reduce idling in this case, as warps from different blocks do not need to wait for each other at synchronization points. The number of blocks and warps residing on each multiprocessor for a given kernel call depends on the execution configuration of the call (Execution Configuration), the memory resources of the multiprocessor, and the resource requirements of the kernel as described in Hardware Multithreading. To assist programmers in choosing thread block size based on register and shared memory requirements, the CUDA Software Development Kit provides a spreadsheet, called the CUDA Occupancy Calculator, where occupancy is defined as the ratio of the number of resident warps to the maximum number of resident warps (given in Compute Capabilities for various compute capabilities). Register, local, shared, and constant memory usages are reported by the compiler when compiling with the -ptxas-options=-v option. The total amount of shared memory required for a block is equal to the sum of the amount of statically allocated shared memory, the amount of dynamically allocated shared memory, and for devices of compute capability 1.x, the amount of shared memory used to pass the kernels arguments (see __noinline__ and __forceinline__). The number of registers used by a kernel can have a significant impact on the number of resident warps. For example, for devices of compute capability 1.2, if a kernel uses 16 registers and each block has 512 threads and requires very little shared memory, then two blocks (i.e., 32 warps) can reside on the multiprocessor since they require 2x512x16 registers, which exactly matches the number of registers available on the multiprocessor. But as soon as the kernel uses one more register, only one block (i.e., 16 warps) can be resident since two blocks would require 2x512x17 registers, which are more registers than are available on the multiprocessor. Therefore, the compiler attempts to minimize register usage while keeping register spilling (see Device Memory Accesses) and the number of instructions to a minimum. Register usage can be controlled using the maxrregcount compiler option or launch bounds as described in Launch Bounds. Each double variable (on devices that supports native double precision, i.e., devices of compute capability 1.2 and higher) and each long long variable uses two registers. However, devices of compute capability 1.2 and higher have at least twice as many registers per multiprocessor as devices with lower compute capability. The effect of execution configuration on performance for a given kernel call generally depends on the kernel code. Experimentation is therefore recommended. Applications can also parameterize execution configurations based on register file size and shared memory size, which depends on the compute capability of the device, as well as on the number of multiprocessors and memory bandwidth of the device, all of which can be queried using the runtime (see reference manual). The number of threads per block should be chosen as a multiple of the warp size to avoid wasting computing resources with under-populated warps as much as possible.
www.nvidia.com
PG-02829-001_v5.0|69
Performance Guidelines
www.nvidia.com
PG-02829-001_v5.0|70
Performance Guidelines
Also, because of the overhead associated with each transfer, batching many small transfers into a single large transfer always performs better than making each transfer separately. On systems with a front-side bus, higher performance for data transfers between host and device is achieved by using page-locked host memory as described in Page-Locked Host Memory. In addition, when using mapped page-locked memory (Mapped Memory), there is no need to allocate any device memory and explicitly copy data between device and host memory. Data transfers are implicitly performed each time the kernel accesses the mapped memory. For maximum performance, these memory accesses must be coalesced as with accesses to global memory (see Device Memory Accesses). Assuming that they are and that the mapped memory is read or written only once, using mapped pagelocked memory instead of explicit copies between device and host memory can be a win for performance. On integrated systems where device memory and host memory are physically the same, any copy between host and device memory is superfluous and mapped page-locked memory should be used instead. Applications may query a device is integrated by checking that the integrated device property (see Device Enumeration) is equal to 1.
www.nvidia.com
PG-02829-001_v5.0|71
Performance Guidelines
and 1.1, the requirements on the distribution of the addresses across the threads to get any coalescing at all are very strict. They are much more relaxed for devices of higher compute capabilities. For devices of compute capability 2.x and higher, the memory transactions are cached, so data locality is exploited to reduce impact on throughput. Compute Capability 1.x, Compute Capability 2.x, and Compute Capability 3.x give more details on how global memory accesses are handled for various compute capabilities. To maximize global memory throughput, it is therefore important to maximize coalescing by: Following the most optimal access patterns based on Compute Capability 1.x, Compute Capability 2.x and Compute Capability 3.x, Using data types that meet the size and alignment requirement detailed in Device Memory Accesses, Padding data in some cases, for example, when accessing a two-dimensional array as described in Device Memory Accesses. Size and Alignment Requirement Global memory instructions support reading or writing words of size equal to 1, 2, 4, 8, or 16 bytes. Any access (via a variable or a pointer) to data residing in global memory compiles to a single global memory instruction if and only if the size of the data type is 1, 2, 4, 8, or 16 bytes and the data is naturally aligned (i.e., its address is a multiple of that size). If this size and alignment requirement is not fulfilled, the access compiles to multiple instructions with interleaved access patterns that prevent these instructions from fully coalescing. It is therefore recommended to use types that meet this requirement for data that resides in global memory. The alignment requirement is automatically fulfilled for the built-in types of char, short, int, long, longlong, float, double like float2 or float4. For structures, the size and alignment requirements can be enforced by the compiler using the alignment specifiers __align__(8) or __align__(16), such as
struct __align__(8) { float x; float y; };
or
struct __align__(16) { float x; float y; float z;
www.nvidia.com
PG-02829-001_v5.0|72
Performance Guidelines
};
Any address of a variable residing in global memory or returned by one of the memory allocation routines from the driver or runtime API is always aligned to at least 256 bytes. Reading non-naturally aligned 8-byte or 16-byte words produces incorrect results (off by a few words), so special care must be taken to maintain alignment of the starting address of any value or array of values of these types. A typical case where this might be easily overlooked is when using some custom global memory allocation scheme, whereby the allocations of multiple arrays (with multiple calls to cudaMalloc() or cuMemAlloc()) is replaced by the allocation of a single large block of memory partitioned into multiple arrays, in which case the starting address of each array is offset from the block's starting address. Two-Dimensional Arrays A common global memory access pattern is when each thread of index (tx,ty) uses the following address to access one element of a 2D array of width width, located at address BaseAddress of type type* (where type meets the requirement described in Maximize Utilization):
BaseAddress + width * ty + tx
For these accesses to be fully coalesced, both the width of the thread block and the width of the array must be a multiple of the warp size (or only half the warp size for devices of compute capability 1.x). In particular, this means that an array whose width is not a multiple of this size will be accessed much more efficiently if it is actually allocated with a width rounded up to the closest multiple of this size and its rows padded accordingly. The cudaMallocPitch() and cuMemAllocPitch() functions and associated memory copy functions described in the reference manual enable programmers to write non-hardware-dependent code to allocate arrays that conform to these constraints. Local Memory Local memory accesses only occur for some automatic variables as mentioned in Variable Type Qualifiers. Automatic variables that the compiler is likely to place in local memory are: Arrays for which it cannot determine that they are indexed with constant quantities, Large structures or arrays that would consume too much register space, Any variable if the kernel uses more registers than available (this is also known as register spilling). Inspection of the PTX assembly code (obtained by compiling with the -ptx orkeep option) will tell if a variable has been placed in local memory during the first compilation phases as it will be declared using the .local mnemonic and accessed using the ld.local and st.local mnemonics. Even if it has not, subsequent
www.nvidia.com
PG-02829-001_v5.0|73
Performance Guidelines
compilation phases might still decide otherwise though if they find it consumes too much register space for the targeted architecture: Inspection of the cubin object using cuobjdump will tell if this is the case. Also, the compiler reports total local memory usage per kernel (lmem) when compiling with the --ptxas-options=-v option. Note that some mathematical functions have implementation paths that might access local memory. The local memory space resides in device memory, so local memory accesses have same high latency and low bandwidth as global memory accesses and are subject to the same requirements for memory coalescing as described in Device Memory Accesses. Local memory is however organized such that consecutive 32-bit words are accessed by consecutive thread IDs. Accesses are therefore fully coalesced as long as all threads in a warp access the same relative address (e.g., same index in an array variable, same member in a structure variable). On devices of compute capability 2.x and higher, local memory accesses are always cached in L1 and L2 in the same way as global memory accesses (see Compute Capability 2.x). Shared Memory Because it is on-chip, shared memory has much higher bandwidth and much lower latency than local or global memory. To achieve high bandwidth, shared memory is divided into equally-sized memory modules, called banks, which can be accessed simultaneously. Any memory read or write request made of n addresses that fall in n distinct memory banks can therefore be serviced simultaneously, yielding an overall bandwidth that is n times as high as the bandwidth of a single module. However, if two addresses of a memory request fall in the same memory bank, there is a bank conflict and the access has to be serialized. The hardware splits a memory request with bank conflicts into as many separate conflict-free requests as necessary, decreasing throughput by a factor equal to the number of separate memory requests. If the number of separate memory requests is n, the initial memory request is said to cause n-way bank conflicts. To get maximum performance, it is therefore important to understand how memory addresses map to memory banks in order to schedule the memory requests so as to minimize bank conflicts. This is described in Compute Capability 1.x,Compute Capability 2.x, Compute Capability 3.x for devices of compute capability 1.x, 2.x, and 3.x, respectively. Constant Memory The constant memory space resides in device memory and is cached in the constant cache mentioned in Compute Capability 1.x and Compute Capability 2.x.
www.nvidia.com
PG-02829-001_v5.0|74
Performance Guidelines
For devices of compute capability 1.x, a constant memory request for a warp is first split into two requests, one for each half-warp, that are issued independently. A request is then split into as many separate requests as there are different memory addresses in the initial request, decreasing throughput by a factor equal to the number of separate requests. The resulting requests are then serviced at the throughput of the constant cache in case of a cache hit, or at the throughput of device memory otherwise. Texture and Surface Memory The texture and surface memory spaces reside in device memory and are cached in texture cache, so a texture fetch or surface read costs one memory read from device memory only on a cache miss, otherwise it just costs one read from texture cache. The texture cache is optimized for 2D spatial locality, so threads of the same warp that read texture or surface addresses that are close together in 2D will achieve best performance. Also, it is designed for streaming fetches with a constant latency; a cache hit reduces DRAM bandwidth demand but not fetch latency. Reading device memory through texture or surface fetching present some benefits that can make it an advantageous alternative to reading device memory from global or constant memory: If the memory reads do not follow the access patterns that global or constant memory reads must follow to get good performance, higher bandwidth can be achieved providing that there is locality in the texture fetches or surface reads; Addressing calculations are performed outside the kernel by dedicated units; Packed data may be broadcast to separate variables in a single operation; 8-bit and 16-bit integer input data may be optionally converted to 32 bit floating-point values in the range [0.0, 1.0] or [-1.0, 1.0] (see Texture Memory).
www.nvidia.com
PG-02829-001_v5.0|75
Performance Guidelines
In this section, throughputs are given in number of operations per clock cycle per multiprocessor. For a warp size of 32, one instruction corresponds to 32 operations. Therefore, if T is the number of operations per clock cycle, the instruction throughput is one instruction every 32/T clock cycles. All throughputs are for one multiprocessor. They must be multiplied by the number of multiprocessors in the device to get throughput for the whole device.
5.4.1Arithmetic Instructions
Table 2 Throughput of Native Arithmetic Instructions gives the throughputs of the arithmetic instructions that are natively supported in hardware for devices of various compute capabilities.
1.3
2.0
2.1
3.0
3.5
1 10 10 8 8
1 10 10 8 8
16(*) 32 32 16 32 16
4 48 48 16 48 16
32
32
www.nvidia.com
PG-02829-001_v5.0|76
Performance Guidelines
1.3
2.0
2.1
3.0
3.5
1 8
16(*) 16
4 16
8 32
32 32
Other instructions and functions are implemented on top of the native instructions. The implementation may be different for devices of different compute capabilities, and the number of native instructions after compilation may fluctuate with every compiler version. For complicated functions, there can be multiple code paths depending on input. cuobjdump can be used to inspect a particular implementation in a cubin object. The implementation of some functions are readily available on the CUDA header files (math_functions.h, device_functions.h, ). In general, code compiled with -ftz=true (denormalized numbers are flushed to zero) tends to have higher performance than code compiled with -ftz=false. Similarly, code compiled with -prec div=false (less precise division) tends to have higher performance code than code compiled with -prec div=true, and code compiled with -prec-sqrt=false (less precise square root) tends to have higher performance than code compiled with -prec-sqrt=true. The nvcc user manual describes these compilation flags in more details. Single-Precision Floating-Point Addition and Multiplication Intrinsics fadd_r[d,u], __fmul_r[d,u], and __fmaf_r[n,z,d,u] (see Intrinsic Functions) compile to tens of instructions for devices of compute capability 1.x, but map to a single native instruction for devices of compute capability 2.x and higher. Single-Precision Floating-Point Division __fdividef(x, y) (see Intrinsic Functions) provides faster single-precision floatingpoint division than the division operator. Single-Precision Floating-Point Reciprocal Square Root To preserve IEEE-754 semantics the compiler can optimize 1.0/sqrtf() into rsqrtf() only when both reciprocal and square root are approximate, (i.e., with prec-div=false and -prec-sqrt=false). It is therefore recommended to invoke rsqrtf() directly where desired.
www.nvidia.com
PG-02829-001_v5.0|77
Performance Guidelines
Single-Precision Floating-Point Square Root Single-precision floating-point square root is implemented as a reciprocal square root followed by a reciprocal instead of a reciprocal square root followed by a multiplication so that it gives correct results for 0 and infinity. Sine and Cosine sinf(x), cosf(x), tanf(x), sincosf(x), and corresponding double-precision instructions are much more expensive and even more so if the argument x is large in magnitude. More precisely, the argument reduction code (see Mathematical Functions for implementation) comprises two code paths referred to as the fast path and the slow path, respectively. The fast path is used for arguments sufficiently small in magnitude and essentially consists of a few multiply-add operations. The slow path is used for arguments large in magnitude and consists of lengthy computations required to achieve correct results over the entire argument range. At present, the argument reduction code for the trigonometric functions selects the fast path for arguments whose magnitude is less than 48039.0f for the single-precision functions, and less than 2147483648.0 for the double-precision functions. As the slow path requires more registers than the fast path, an attempt has been made to reduce register pressure in the slow path by storing some intermediate variables in local memory, which may affect performance because of local memory high latency and bandwidth (see Device Memory Accesses). At present, 28 bytes of local memory are used by single-precision functions, and 44 bytes are used by double-precision functions. However, the exact amount is subject to change. Due to the lengthy computations and use of local memory in the slow path, the throughput of these trigonometric functions is lower by one order of magnitude when the slow path reduction is required as opposed to the fast path reduction. Integer Arithmetic On devices of compute capability 1.x, 32-bit integer multiplication is implemented using multiple instructions as it is not natively supported. 24-bit integer multiplication is natively supported however via the __[u]mul24 intrinsic. Using __[u]mul24 instead of the 32-bit multiplication operator whenever possible usually improves performance for instruction bound kernels. It can have the opposite effect however in cases where the use of __[u]mul24 inhibits compiler optimizations. On devices of compute capability 2.x and beyond, 32-bit integer multiplication is natively supported, but 24-bit integer multiplication is not. __[u]mul24 is therefore implemented using multiple instructions and should not be used.
www.nvidia.com
PG-02829-001_v5.0|78
Performance Guidelines
Integer division and modulo operation are costly: tens of instructions on devices of compute capability 1.x, below 20 instructions on devices of compute capability 2.x and higher. They can be replaced with bitwise operations in some cases: If n is a power of 2, (i/n) is equivalent to (i>>log2(n)) and (i%n) is equivalent to (i&(n-1)); the compiler will perform these conversions if n is literal. __brev, __brevll, __popc, and __popcll compile to tens of instructions for devices of compute capability 1.x, but __brev and __popc map to a single instruction for devices of compute capability 2.x and higher and __brevll and __popcll to just a few. __clz, __clzll, __ffs, and __ffsll compile to fewer instructions for devices of compute capability 2.x and higher than for devices of compute capability 1.x. Type Conversion Sometimes, the compiler must insert conversion instructions, introducing additional execution cycles. This is the case for: Functions operating on variables of type char or short whose operands generally need to be converted to int, Double-precision floating-point constants (i.e., those constants defined without any type suffix) used as input to single-precision floating-point computations (as mandated by C/C++ standards). This last case can be avoided by using single-precision floating-point constants, defined with an f suffix such as 3.141592653589793f, 1.0f, 0.5f.
www.nvidia.com
PG-02829-001_v5.0|79
Performance Guidelines
When using branch predication none of the instructions whose execution depends on the controlling condition gets skipped. Instead, each of them is associated with a perthread condition code or predicate that is set to true or false based on the controlling condition and although each of these instructions gets scheduled for execution, only the instructions with a true predicate are actually executed. Instructions with a false predicate do not write results, and also do not evaluate addresses or read operands. The compiler replaces a branch instruction with predicated instructions only if the number of instructions controlled by the branch condition is less or equal to a certain threshold: If the compiler determines that the condition is likely to produce many divergent warps, this threshold is 7, otherwise it is 4.
5.4.3Synchronization Instruction
Throughput for __syncthreads() is 8 operations per clock cycle for devices of compute capability 1.x, 16 operations per clock cycle for devices of compute capability 2.x, and 128 operations per clock cycle for devices of compute capability 3.x. Note that __syncthreads() can impact performance by forcing the multiprocessor to idle as detailed in Device Memory Accesses.
www.nvidia.com
PG-02829-001_v5.0|80
http://developer.nvidia.com/cuda-gpus lists all CUDA-enabled devices with their compute capability. The compute capability, number of multiprocessors, clock frequency, total amount of device memory, and other properties can be queried using the runtime (see reference manual).
www.nvidia.com
PG-02829-001_v5.0|81
B.1.1__device__
The __device__ qualifier declares a function that is: Executed on the device, Callable from the device only.
B.1.2__global__
The __global__ qualifier declares a function as being a kernel. Such a function is: Executed on the device, Callable from the host, Callable from the device for devices of compute capability 3.x (see the CUDA Dynamic Parallelism programming guide for more details). __global__ functions must have void return type. Any call to a __global__ function must specify its execution configuration as described in Execution Configuration. A call to a __global__ function is asynchronous, meaning it returns before the device has completed its execution.
B.1.3__host__
The __host__ qualifier declares a function that is:
www.nvidia.com
PG-02829-001_v5.0|82
C Language Extensions
Executed on the host, Callable from the host only. It is equivalent to declare a function with only the __host__ qualifier or to declare it without any of the __host__, __device__, or __global__ qualifier; in either case the function is compiled for the host only. The __global__ and __host__ qualifiers cannot be used together. The __device__ and __host__ qualifiers can be used together however, in which case the function is compiled for both the host and the device. The __CUDA_ARCH__ macro introduced in Application Compatibility can be used to differentiate code paths between host and device:
__host__ __device__ func() { #if __CUDA_ARCH__ == 100 // Device code path for compute capability 1.0 #elif __CUDA_ARCH__ == 200 // Device code path for compute capability 2.0 #elif __CUDA_ARCH__ == 300 // Device code path for compute capability 3.0 #elif !defined(__CUDA_ARCH__) // Host code path #endif }
www.nvidia.com
PG-02829-001_v5.0|83
C Language Extensions
memory, which can have adverse performance consequences as detailed in Device Memory Accesses.
B.2.1__device__
The __device__ qualifier declares a variable that resides on the device. At most one of the other type qualifiers defined in the next three sections may be used together with __device__ to further specify which memory space the variable belongs to. If none of them is present, the variable: Resides in global memory space, Has the lifetime of an application, Is accessible from all the threads within the grid and from the host through the runtime library (cudaGetSymbolAddress() / cudaGetSymbolSize() / cudaMemcpyToSymbol() / cudaMemcpyFromSymbol()).
B.2.2__constant__
The __constant__ qualifier, optionally used together with __device__, declares a variable that: Resides in constant memory space, Has the lifetime of an application, Is accessible from all the threads within the grid and from the host through the runtime library (cudaGetSymbolAddress() / cudaGetSymbolSize() / cudaMemcpyToSymbol() / cudaMemcpyFromSymbol()).
B.2.3__shared__
The __shared__ qualifier, optionally used together with __device__, declares a variable that: Resides in the shared memory space of a thread block, Has the lifetime of the block, Is only accessible from all the threads within the block. When declaring a variable in shared memory as an external array such as
extern __shared__ float shared[];
the size of the array is determined at launch time (see Execution Configuration). All variables declared in this fashion, start at the same address in memory, so that the layout of the variables in the array must be explicitly managed through offsets. For example, if one wants the equivalent of
short array0[128]; float array1[64]; int array2[256];
www.nvidia.com
PG-02829-001_v5.0|84
C Language Extensions
in dynamically allocated shared memory, one could declare and initialize the arrays the following way:
extern __shared__ float array[]; __device__ void func() // __device__ or __global__ function { short* array0 = (short*)array; float* array1 = (float*)&array0[128]; int* array2 = (int*)&array1[64]; }
Note that pointers need to be aligned to the type they point to, so the following code, for example, does not work since array1 is not aligned to 4 bytes.
extern __shared__ float array[]; __device__ void func() // __device__ or __global__ function { short* array0 = (short*)array; float* array1 = (float*)&array0[127]; }
Alignment requirements for the built-in vector types are listed in Table 3 Alignment Requirements in Device Code.
B.2.4__restrict__
nvcc supports restricted pointers via the __restrict__ keyword. Restricted pointers were introduced in C99 to alleviate the aliasing problem that exists in C-type languages, and which inhibits all kind of optimization from code re-ordering to common sub-expression elimination. Here is an example subject to the aliasing issue, where use of restricted pointer can help the compiler to reduce the number of instructions:
void foo(const float* a, const float* b, float* c) { c[0] = a[0] * b[0]; c[1] = a[0] * b[0]; c[2] = a[0] * b[0] * a[1]; c[3] = a[0] * a[1]; c[4] = a[0] * b[0]; c[5] = b[0]; ... }
In C-type languages, the pointers a, b, and c may be aliased, so any write through c could modify elements of a or b. This means that to guarantee functional correctness, the compiler cannot load a[0] and b[0] into registers, multiply them, and store the result to both c[0] and c[1], because the results would differ from the abstract execution model if, say, a[0] is really the same location as c[0]. So the compiler cannot take advantage of the common sub-expression. Likewise, the compiler cannot just reorder the computation of c[4] into the proximity of the computation of c[0] and c[1] because the preceding write to c[3] could change the inputs to the computation of c[4].
www.nvidia.com
PG-02829-001_v5.0|85
C Language Extensions
By making a, b, and c restricted pointers, the programmer asserts to the compiler that the pointers are in fact not aliased, which in this case means writes through c would never overwrite elements of a or b. This changes the function prototype as follows:
void foo(const float* __restrict__ a, const float* __restrict__ b, float* __restrict__ c);
Note that all pointer arguments need to be made restricted for the compiler optimizer to derive any benefit. With the __restrict keywords added, the compiler can now reorder and do common sub-expression elimination at will, while retaining functionality identical with the abstract execution model:
void foo(const float* __restrict__ a, const float* __restrict__ b, float* __restrict__ c) { float t0 = a[0]; float t1 = b[0]; float t2 = t0 * t2; float t3 = a[1]; c[0] = t2; c[1] = t2; c[4] = t2; c[2] = t2 * t3; c[3] = t0 * t3; c[5] = t1; ... }
The effects here are a reduced number of memory accesses and reduced number of computations. This is balanced by an increase in register pressure due to "cached" loads and common sub-expressions. Since register pressure is a critical issue in many CUDA codes, use of restricted pointers can have negative performance impact on CUDA code, due to reduced occupancy.
which creates a vector of type int2 with value(x, y). In host code, the alignment requirement of a vector type is equal to the alignment requirement of its base type. This is not always the case in device code as detailed in Table 3 Alignment Requirements in Device Code.
www.nvidia.com
PG-02829-001_v5.0|86
C Language Extensions
Alignment
1 2 1 4 2 4 2 8 4 8 4 16 4 if sizeof(long) is equal to sizeof(int) 8, otherwise 8 if sizeof(long) is equal to sizeof(int), 16, otherwise 4 if sizeof(long) is equal to sizeof(int), 8, otherwise 16 8 16 4 8 4 16 8 16
www.nvidia.com
PG-02829-001_v5.0|87
C Language Extensions
B.3.2dim3
This type is an integer vector type based on uint3 that is used to specify dimensions. When defining a variable of type dim3, any component left unspecified is initialized to 1.
B.4Built-in Variables
Built-in variables specify the grid and block dimensions and the block and thread indices. They are only valid within functions that are executed on the device.
B.4.1gridDim
This variable is of type dim3 (see dim3) and contains the dimensions of the grid.
B.4.2blockIdx
This variable is of type uint3 (see char, short, int, long, longlong, float, double) and contains the block index within the grid.
B.4.3blockDim
This variable is of type dim3 (see dim3) and contains the dimensions of the block.
B.4.4threadIdx
This variable is of type uint3 (see char, short, int, long, longlong, float, double ) and contains the thread index within the block.
B.4.5warpSize
This variable is of type int and contains the warp size in threads (see SIMT Architecture for the definition of a warp).
waits until all global and shared memory accesses made by the calling thread prior to __threadfence_block() are visible to all threads in the thread block.
void __threadfence();
waits until all global and shared memory accesses made by the calling thread prior to __threadfence() are visible to:
www.nvidia.com
PG-02829-001_v5.0|88
C Language Extensions
All threads in the thread block for shared memory accesses, All threads in the device for global memory accesses.
void __threadfence_system();
waits until all global and shared memory accesses made by the calling thread prior to __threadfence_system() are visible to: All threads in the thread block for shared memory accesses, All threads in the device for global memory accesses, Host threads for page-locked host memory accesses (see CUDA C Runtime.4.3). __threadfence_system() is only supported by devices of compute capability 2.x and higher. In general, when a thread issues a series of writes to memory in a particular order, other threads may see the effects of these memory writes in a different order. __threadfence_block(), __threadfence(), and __threadfence_system() can be used to enforce some ordering. One use case is when threads consume some data produced by other threads as illustrated by the following code sample of a kernel that computes the sum of an array of N numbers in one call. Each block first sums a subset of the array and stores the result in global memory. When all blocks are done, the last block done reads each of these partial sums from global memory and sums them to obtain the final result. In order to determine which block is finished last, each block atomically increments a counter to signal that it is done with computing and storing its partial sum (see Atomic Functions about atomic functions). The last block is the one that receives the counter value equal to gridDim.x-1. If no fence is placed between storing the partial sum and incrementing the counter, the counter might increment before the partial sum is stored and therefore, might reach gridDim.x-1 and let the last block start reading partial sums before they have been actually updated in memory.
__device__ unsigned int count = 0; __shared__ bool isLastBlockDone; __global__ void sum(const float* array, unsigned int N, float* result) { // Each block sums a subset of the input array float partialSum = calculatePartialSum(array, N); if (threadIdx.x == 0) { // Thread 0 of each block stores the partial sum // to global memory result[blockIdx.x] = partialSum; // Thread 0 makes sure its result is visible to // all other threads __threadfence(); // Thread 0 of each block signals that it is done unsigned int value = atomicInc(&count, gridDim.x); // Thread 0 of each block determines if its block is // the last block to be done
www.nvidia.com
PG-02829-001_v5.0|89
C Language Extensions
// Synchronize to make sure that each thread reads // the correct value of isLastBlockDone __syncthreads(); if (isLastBlockDone) { // The last block sums the partial sums // stored in result[0 .. gridDim.x-1] float totalSum = calculateTotalSum(result); if (threadIdx.x == 0) { // Thread 0 of last block stores total sum // to global memory and resets count so that // next kernel call works properly result[0] = totalSum; count = 0;
B.6Synchronization Functions
void __syncthreads();
waits until all threads in the thread block have reached this point and all global and shared memory accesses made by these threads prior to __syncthreads() are visible to all threads in the block. __syncthreads() is used to coordinate communication between the threads of the same block. When some threads within a block access the same addresses in shared or global memory, there are potential read-after-write, write-after-read, or write-afterwrite hazards for some of these memory accesses. These data hazards can be avoided by synchronizing threads in-between these accesses. __syncthreads() is allowed in conditional code but only if the conditional evaluates identically across the entire thread block, otherwise the code execution is likely to hang or produce unintended side effects. Devices of compute capability 2.x and higher support three variations of __syncthreads() described below.
int __syncthreads_count(int predicate);
is identical to __syncthreads() with the additional feature that it evaluates predicate for all threads of the block and returns the number of threads for which predicate evaluates to non-zero.
int __syncthreads_and(int predicate);
is identical to __syncthreads() with the additional feature that it evaluates predicate for all threads of the block and returns non-zero if and only if predicate evaluates to nonzero for all of them.
int __syncthreads_or(int predicate);
www.nvidia.com
PG-02829-001_v5.0|90
C Language Extensions
is identical to __syncthreads() with the additional feature that it evaluates predicate for all threads of the block and returns non-zero if and only if predicate evaluates to nonzero for any of them.
B.7Mathematical Functions
The reference manual lists all C/C++ standard library mathematical functions that are supported in device code and all intrinsic functions that are only supported in device code. Mathematical Functions provides accuracy information for some of these functions when relevant.
B.8Texture Functions
Texture objects are described in Texture Object API Texture references are described in Texture Reference API Texture fetching is described in Texture Fetching.
fetches the region of linear memory specified by the one-dimensional texture object texObj using integer texture coordinate x. tex1Dfetch() only works with nonnormalized coordinates, so only the border and clamp addressing modes are supported. It does not perform any texture filtering. For integer types, it may optionally promote the integer to single-precision floating point.
B.8.1.2tex1D()
template<class DataType, enum cudaTextureReadMode readMode> Type tex1D(texture<DataType, cudaTextureType1D, readMode> texRef, float x);
fetches the CUDA array bound to the one-dimensional texture reference texRef using texture coordinate x.
B.8.1.3tex2D()
template<class DataType, enum cudaTextureReadMode readMode> Type tex2D(texture<DataType, cudaTextureType2D, readMode> texRef, float x, float y);
fetches the CUDA array or the region of linear memory bound to the two-dimensional texture reference texRef using texture coordinates x and y.
www.nvidia.com
PG-02829-001_v5.0|91
C Language Extensions
B.8.1.4tex3D()
template<class DataType, enum cudaTextureReadMode readMode> Type tex3D(texture<DataType, cudaTextureType3D, readMode> texRef, float x, float y, float z);
fetches the CUDA array bound to the three-dimensional texture reference texRef using texture coordinates x, y, and z.
B.8.1.5tex1Dlayered()
template<class DataType, enum cudaTextureReadMode readMode> Type tex1DLayered( texture<DataType, cudaTextureType1DLayered, readMode> texRef, float x, int layer);
fetches the CUDA array bound to the one-dimensional layered texture reference texRef using texture coordinate x and index layer, as described in Layered Textures.
B.8.1.6tex2Dlayered()
template<class DataType, enum cudaTextureReadMode readMode> Type tex2DLayered( texture<DataType, cudaTextureType2DLayered, readMode> texRef, float x, float y, int layer);
fetches the CUDA array bound to the two-dimensional layered texture reference texRef using texture coordinates x and y, and index layer, as described in Texture Memory
B.8.1.7texCubemap()
template<class DataType, enum cudaTextureReadMode readMode> Type texCubemap( texture<DataType, cudaTextureTypeCubemap, readMode> texRef, float x, float y, float z);
fetches the CUDA array bound to the cubemap texture reference texRef using texture coordinates x, y, and z, as described in Cubemap Textures.
B.8.1.8texCubemapLayered()
template<class DataType, enum cudaTextureReadMode readMode> Type texCubemapLayered( texture<DataType, cudaTextureTypeCubemapLayered, readMode> texRef, float x, float y, float z, int layer);
fetches the CUDA array bound to the cubemap layered texture reference texRef using texture coordinates x, y, and z, and index layer, as described in Cubemap Layered Textures.
B.8.1.9tex2Dgather()
template<class T> T tex2Dgather(cudaTextureObject_t texObj, float x, float y, int comp = 0); ;
www.nvidia.com
PG-02829-001_v5.0|92
C Language Extensions
fetches the CUDA array specified by the cubemap texture object texObj using texture coordinates x and y, as described in CUDA C Runtime.
fetches the region of linear memory bound to the one-dimensional texture reference texRef using integer texture coordinate x. tex1Dfetch() only works with nonnormalized coordinates, so only the border and clamp addressing modes are supported. It does not perform any texture filtering. For integer types, it may optionally promote the integer to single-precision floating point. Besides the functions shown above, 2-, and 4-tuples are supported; for example:
float4 tex1Dfetch( texture<uchar4, cudaTextureType1D, cudaReadModeNormalizedFloat> texRef, int x);
fetches the region of linear memory bound to texture reference texRef using texture coordinate x.
B.8.2.2tex1D()
template<class DataType, enum cudaTextureReadMode readMode> Type tex1D(texture<DataType, cudaTextureType1D, readMode> texRef, float x);
fetches the CUDA array bound to the one-dimensional texture reference texRef using texture coordinate x.
www.nvidia.com
PG-02829-001_v5.0|93
C Language Extensions
B.8.2.3tex2D()
template<class DataType, enum cudaTextureReadMode readMode> Type tex2D(texture<DataType, cudaTextureType2D, readMode> texRef, float x, float y);
fetches the CUDA array or the region of linear memory bound to the two-dimensional texture reference texRef using texture coordinates x and y.
B.8.2.4tex3D()
template<class DataType, enum cudaTextureReadMode readMode> Type tex3D(texture<DataType, cudaTextureType3D, readMode> texRef, float x, float y, float z);
fetches the CUDA array bound to the three-dimensional texture reference texRef using texture coordinates x, y, and z.
B.8.2.5tex1Dlayered()
template<class DataType, enum cudaTextureReadMode readMode> Type tex1DLayered( texture<DataType, cudaTextureType1DLayered, readMode> texRef, float x, int layer);
fetches the CUDA array bound to the one-dimensional layered texture reference texRef using texture coordinate x and index layer, as described in Layered Textures.
B.8.2.6tex2Dlayered()
template<class DataType, enum cudaTextureReadMode readMode> Type tex2DLayered( texture<DataType, cudaTextureType2DLayered, readMode> texRef, float x, float y, int layer);
fetches the CUDA array bound to the two-dimensional layered texture reference texRef using texture coordinates x and y, and index layer, as described in Texture Memory
B.8.2.7texCubemap()
template<class DataType, enum cudaTextureReadMode readMode> Type texCubemap( texture<DataType, cudaTextureTypeCubemap, readMode> texRef, float x, float y, float z);
fetches the CUDA array bound to the cubemap texture reference texRef using texture coordinates x, y, and z, as described in Cubemap Textures.
B.8.2.8texCubemapLayered()
template<class DataType, enum cudaTextureReadMode readMode> Type texCubemapLayered( texture<DataType, cudaTextureTypeCubemapLayered, readMode> texRef, float x, float y, float z, int layer);
www.nvidia.com
PG-02829-001_v5.0|94
C Language Extensions
fetches the CUDA array bound to the cubemap layered texture reference texRef using texture coordinates x, y, and z, and index layer, as described in Cubemap Layered Textures.
B.8.2.9tex2Dgather()
template<class DataType, enum cudaTextureReadMode readMode> Type tex2Dgather( texture<DataType, cudaTextureType2D, readMode> texRef, float x, float y, int comp = 0);
fetches the CUDA array bound to the cubemap texture reference texRef using texture coordinates x and y, as described in CUDA C Runtime.
B.9Surface Functions
Surface functions are only supported by devices of compute capability 2.0 and higher. Surface objects are described in described in Surface Object API Surface references are described in Surface Reference API. In the sections below, boundaryMode specifies the boundary mode, that is how out-ofrange surface coordinates are handled; it is equal to either cudaBoundaryModeClamp, in which case out-of-range coordinates are clamped to the valid range, or cudaBoundaryModeZero, in which case out-of-range reads return zero and out-ofrange writes are ignored, or cudaBoundaryModeTrap, in which case out-of-range accesses cause the kernel execution to fail.
reads the CUDA array specified by the one-dimensional surface object surfObj using coordinate x.
B.9.1.2surf1Dwrite
template<class T> void surf1Dwrite(T data, cudaSurfaceObject surfObj, int x, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the one-dimensional surface object surfObj at coordinate x.
B.9.1.3surf2Dread()
template<class T>
www.nvidia.com
PG-02829-001_v5.0|95
C Language Extensions
T surf2Dread(cudaSurfaceObject surfObj, int x, int y, boundaryMode = cudaBoundaryModeTrap); template<class T> void surf2Dread(T* data, cudaSurfaceObject surfObj, int x, int y, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array specified by the two-dimensional surface object surfObj using coordinates x and y.
B.9.1.4surf2Dwrite()
template<class T> void surf2Dwrite(T data, cudaSurfaceObject surfObj, int x, int y, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the two-dimensional surface object surfObj at coordinate x and y.
B.9.1.5surf3Dread()
template<class T> T surf3Dread(cudaSurfaceObject surfObj, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap); template<class T> void surf3Dread(T* data, cudaSurfaceObject surfObj, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array specified by the three-dimensional surface object surfObj using coordinates x, y, and z.
B.9.1.6surf3Dwrite()
template<class T> void surf3Dwrite(T data, cudaSurfaceObject surfObj, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the three-dimensional object surfObj at coordinate x, y, and z.
B.9.1.7surf1DLayeredread()
template<class T> T surf1DLayeredread( cudaSurfaceObject surfObj, int x, int layer, boundaryMode = cudaBoundaryModeTrap); template<class T> void surf1DLayeredread(T data, cudaSurfaceObject surfObj, int x, int layer, boundaryMode = cudaBoundaryModeTrap);
www.nvidia.com
PG-02829-001_v5.0|96
C Language Extensions
reads the CUDA array specified by the one-dimensional layered surface object surfObj using coordinate x and index layer.
B.9.1.8surf1DLayeredwrite()
template<class Type> void surf1DLayeredwrite(T data, cudaSurfaceObject surfObj, int x, int layer, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the two-dimensional layered surface object surfObj at coordinate x and index layer.
B.9.1.9surf2DLayeredread()
template<class T> T surf2DLayeredread( cudaSurfaceObject surfObj, int x, int y, int layer, boundaryMode = cudaBoundaryModeTrap); template<class T> void surf2DLayeredread(T data, cudaSurfaceObject surfObj, int x, int y, int layer, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array specified by the two-dimensional layered surface object surfObj using coordinate x and y, and index layer.
B.9.1.10surf2DLayeredwrite()
template<class T> void surf2DLayeredwrite(T data, cudaSurfaceObject surfObj, int x, int y, int layer, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the one-dimensional layered surface object surfObj at coordinate x and y, and index layer.
B.9.1.11surfCubemapread()
template<class T> T surfCubemapread( cudaSurfaceObject surfObj, int x, int y, int face, boundaryMode = cudaBoundaryModeTrap); template<class T> void surfCubemapread(T data, cudaSurfaceObject surfObj, int x, int y, int face, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array specified by the cubemap surface object surfObj using coordinate x and y, and face index face.
www.nvidia.com
PG-02829-001_v5.0|97
C Language Extensions
B.9.1.12surfCubemapwrite()
template<class T> void surfCubemapwrite(T data, cudaSurfaceObject surfObj, int x, int y, int face, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the cubemap object surfObj at coordinate x and y, and face index face.
B.9.1.13surfCubemapLayeredread()
template<class T> T surfCubemapLayeredread( cudaSurfaceObject surfObj, int x, int y, int layerFace, boundaryMode = cudaBoundaryModeTrap); template<class T> void surfCubemapLayeredread(T data, cudaSurfaceObject surfObj, int x, int y, int layerFace, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array specified by the cubemap layered surface object surfObj using coordinate x and y, and index layerFace.
B.9.1.14surfCubemapLayeredwrite()
template<class T> void surfCubemapLayeredwrite(T data, cudaSurfaceObject surfObj, int x, int y, int layerFace, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array specified by the cubemap layered object surfObj at coordinate x and y, and index layerFace.
where Type specifies the type of the surface reference and is equal to cudaSurfaceType1D, cudaSurfaceType2D, cudaSurfaceType3D, cudaSurfaceTypeCubemap, cudaSurfaceType1DLayered, cudaSurfaceType2DLayered, or cudaSurfaceTypeCubemapLayered; Type is an optional argument which defaults to cudaSurfaceType1D. A surface reference can only be declared as a static global variable and cannot be passed as an argument to a function. Before a kernel can use a surface reference to access a CUDA array, the surface reference must be bound to the CUDA array using cudaBindSurfaceToArray(). The following code samples bind a surface reference to a CUDA array cuArray: Using the low-level API:
surface<void, cudaSurfaceType2D> surfRef;
www.nvidia.com
PG-02829-001_v5.0|98
C Language Extensions
surfaceReference* surfRefPtr; cudaGetSurfaceReference(&surfRefPtr, "surfRef"); cudaChannelFormatDesc channelDesc; cudaGetChannelDesc(&channelDesc, cuArray); cudaBindSurfaceToArray(surfRef, cuArray, &channelDesc); surface<void, cudaSurfaceType2D> surfRef; cudaBindSurfaceToArray(surfRef, cuArray);
A CUDA array must be read and written using surface functions of matching dimensionality and type and via a surface reference of matching dimensionality; otherwise, the results of reading and writing the CUDA array are undefined. Unlike texture memory, surface memory uses byte addressing. This means that the xcoordinate used to access a texture element via texture functions needs to be multiplied by the byte size of the element to access the same element via a surface function. For example, the element at texture coordinate x of a one-dimensional floating-point CUDA array bound to a texture reference texRef and a surface reference surfRef is read using tex1d(texRef, x) via texRef, but surf1Dread(surfRef, 4*x) via surfRef. Similarly, the element at texture coordinate x and y of a twodimensional floating-point CUDA array bound to a texture reference texRef and a surface reference surfRef is accessed using tex2d(texRef, x, y) via texRef, but surf2Dread(surfRef, 4*x, y) via surfRef (the byte offset of the y-coordinate is internally calculated from the underlying line pitch of the CUDA array). The following code sample applies some simple transformation kernel to a texture.
// 2D surfaces surface<void, 2> inputSurfRef; surface<void, 2> outputSurfRef; // Simple copy kernel __global__ void copyKernel(int width, int height) { // Calculate surface coordinates unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; if (x < width && y < height) { uchar4 data; // Read from input surface surf2Dread(&data, inputSurfRef, x * 4, y); // Write to output surface surf2Dwrite(data, outputSurfRef, x * 4, y); } } // Host code int main() { // Allocate CUDA arrays in device memory cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(8, 8, 8, 8, cudaChannelFormatKindUnsigned); cudaArray* cuInputArray; cudaMallocArray(&cuInputArray, &channelDesc, width, height, cudaArraySurfaceLoadStore); cudaArray* cuOutputArray; cudaMallocArray(&cuOutputArray, &channelDesc, width, height, cudaArraySurfaceLoadStore); // Copy to device memory some data located at address h_data // in host memory
www.nvidia.com
PG-02829-001_v5.0|99
C Language Extensions
cudaMemcpyToArray(cuInputArray, 0, 0, h_data, size, cudaMemcpyHostToDevice); // Bind the arrays to the surface references cudaBindSurfaceToArray(inputSurfRef, cuInputArray); cudaBindSurfaceToArray(outputSurfRef, cuOutputArray); // Invoke kernel dim3 dimBlock(16, 16); dim3 dimGrid((width + dimBlock.x - 1) / dimBlock.x, (height + dimBlock.y - 1) / dimBlock.y); copyKernel<<<dimGrid, dimBlock>>>(width, height); // Free device memory cudaFreeArray(cuInputArray); cudaFreeArray(cuOutputArray); } return 0;
B.9.2.1surf1Dread()
template<class Type> Type surf1Dread(surface<void, cudaSurfaceType1D> surfRef, int x, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surf1Dread(Type data, surface<void, cudaSurfaceType1D> surfRef, int x, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the one-dimensional surface reference surfRef using coordinate x.
B.9.2.2surf1Dwrite
template<class Type> void surf1Dwrite(Type data, surface<void, cudaSurfaceType1D> surfRef, int x, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the one-dimensional surface reference surfRef at coordinate x.
B.9.2.3surf2Dread()
template<class Type> Type surf2Dread(surface<void, cudaSurfaceType2D> surfRef, int x, int y, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surf2Dread(Type* data, surface<void, cudaSurfaceType2D> surfRef, int x, int y, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the two-dimensional surface reference surfRef using coordinates x and y.
www.nvidia.com
PG-02829-001_v5.0|100
C Language Extensions
B.9.2.4surf2Dwrite()
template<class Type> void surf3Dwrite(Type data, surface<void, cudaSurfaceType3D> surfRef, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the two-dimensional surface reference surfRef at coordinate x and y.
B.9.2.5surf3Dread()
template<class Type> Type surf3Dread(surface<void, cudaSurfaceType3D> surfRef, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surf3Dread(Type* data, surface<void, cudaSurfaceType3D> surfRef, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the three-dimensional surface reference surfRef using coordinates x, y, and z.
B.9.2.6surf3Dwrite()
template<class Type> void surf3Dwrite(Type data, surface<void, cudaSurfaceType3D> surfRef, int x, int y, int z, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the three-dimensional surface reference surfRef at coordinate x, y, and z.
B.9.2.7surf1DLayeredread()
template<class Type> Type surf1DLayeredread( surface<void, cudaSurfaceType1DLayered> surfRef, int x, int layer, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surf1DLayeredread(Type data, surface<void, cudaSurfaceType1DLayered> surfRef, int x, int layer, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the one-dimensional layered surface reference surfRef using coordinate x and index layer.
B.9.2.8surf1DLayeredwrite()
template<class Type> void surf1DLayeredwrite(Type data, surface<void, cudaSurfaceType1DLayered> surfRef, int x, int layer,
www.nvidia.com
PG-02829-001_v5.0|101
C Language Extensions
boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the two-dimensional layered surface reference surfRef at coordinate x and index layer.
B.9.2.9surf2DLayeredread()
template<class Type> Type surf2DLayeredread( surface<void, cudaSurfaceType2DLayered> surfRef, int x, int y, int layer, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surf2DLayeredread(Type data, surface<void, cudaSurfaceType2DLayered> surfRef, int x, int y, int layer, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the two-dimensional layered surface reference surfRef using coordinate x and y, and index layer.
B.9.2.10surf2DLayeredwrite()
template<class Type> void surf2DLayeredwrite(Type data, surface<void, cudaSurfaceType2DLayered> surfRef, int x, int y, int layer, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the one-dimensional layered surface reference surfRef at coordinate x and y, and index layer.
B.9.2.11surfCubemapread()
template<class Type> Type surfCubemapread( surface<void, cudaSurfaceTypeCubemap> surfRef, int x, int y, int face, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surfCubemapread(Type data, surface<void, cudaSurfaceTypeCubemap> surfRef, int x, int y, int face, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the cubemap surface reference surfRef using coordinate x and y, and face index face.
B.9.2.12surfCubemapwrite()
template<class Type> void surfCubemapwrite(Type data, surface<void, cudaSurfaceTypeCubemap> surfRef, int x, int y, int face, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the cubemap reference surfRef at coordinate x and y, and face index face.
www.nvidia.com
PG-02829-001_v5.0|102
C Language Extensions
B.9.2.13surfCubemapLayeredread()
template<class Type> Type surfCubemapLayeredread( surface<void, cudaSurfaceTypeCubemapLayered> surfRef, int x, int y, int layerFace, boundaryMode = cudaBoundaryModeTrap); template<class Type> void surfCubemapLayeredread(Type data, surface<void, cudaSurfaceTypeCubemapLayered> surfRef, int x, int y, int layerFace, boundaryMode = cudaBoundaryModeTrap);
reads the CUDA array bound to the cubemap layered surface reference surfRef using coordinate x and y, and index layerFace.
B.9.2.14surfCubemapLayeredwrite()
template<class Type> void surfCubemapLayeredwrite(Type data, surface<void, cudaSurfaceTypeCubemapLayered> surfRef, int x, int y, int layerFace, boundaryMode = cudaBoundaryModeTrap);
writes value data to the CUDA array bound to the cubemap layered reference surfRef at coordinate x and y, and index layerFace.
B.10Time Function
clock_t clock(); long long int clock64();
when executed in device code, returns the value of a per-multiprocessor counter that is incremented every clock cycle. Sampling this counter at the beginning and at the end of a kernel, taking the difference of the two samples, and recording the result per thread provides a measure for each thread of the number of clock cycles taken by the device to completely execute the thread, but not of the number of clock cycles the device actually spent executing thread instructions. The former number is greater that the latter since threads are time sliced.
B.11Atomic Functions
An atomic function performs a read-modify-write atomic operation on one 32-bit or 64bit word residing in global or shared memory. For example, atomicAdd() reads a word at some address in global or shared memory, adds a number to it, and writes the result back to the same address. The operation is atomic in the sense that it is guaranteed to be performed without interference from other threads. In other words, no other thread can access this address until the operation is complete. Atomic functions can only be used in device functions and atomic functions operating on mapped page-locked memory (Mapped Memory) are not atomic from the point of view of the host or other devices.
www.nvidia.com
PG-02829-001_v5.0|103
C Language Extensions
As mentioned in Table 9 Feature Support per Compute Capability, the support for atomic operations varies with the compute capability: Atomic functions are only available for devices of compute capability 1.1 and higher. Atomic functions operating on 32-bit integer values in shared memory and atomic functions operating on 64-bit integer values in global memory are only available for devices of compute capability 1.2 and higher. Atomic functions operating on 64-bit integer values in shared memory are only available for devices of compute capability 2.x and higher. Only atomicExch() and atomicAdd() can operate on 32-bit floating-point values: in global memory for atomicExch() and devices of compute capability 1.1 and higher. in shared memory for atomicExch() and devices of compute capability 1.2 and higher. in global and shared memory for atomicAdd() and devices of compute capability 2.x and higher. Note however that any atomic operation can be implemented based on atomicCAS() (Compare And Swap). For example, atomicAdd() for double-precision floating-point numbers can be implemented as follows:
__device__ double atomicAdd(double* address, double val) { unsigned long long int* address_as_ull = (unsigned long long int*)address; unsigned long long int old = *address_as_ull, assumed; do { assumed = old; old = atomicCAS(address_as_ull, assumed, __double_as_longlong(val + __longlong_as_double(assumed))); } while (assumed != old); return __longlong_as_double(old); }
B.11.1Arithmetic Functions
B.11.1.1atomicAdd()
int atomicAdd(int* address, int val); unsigned int atomicAdd(unsigned int* address, unsigned int val); unsigned long long int atomicAdd(unsigned long long int* address, unsigned long long int val); float atomicAdd(float* address, float val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes (old + val), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old.
www.nvidia.com
PG-02829-001_v5.0|104
C Language Extensions
The floating-point version of atomicAdd() is only supported by devices of compute capability 2.x and higher.
B.11.1.2atomicSub()
int atomicSub(int* address, int val); unsigned int atomicSub(unsigned int* address, unsigned int val);
reads the 32-bit word old located at the address address in global or shared memory, computes (old - val), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old.
B.11.1.3atomicExch()
int atomicExch(int* address, int val); unsigned int atomicExch(unsigned int* address, unsigned int val); unsigned long long int atomicExch(unsigned long long int* address, unsigned long long int val); float atomicExch(float* address, float val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory and stores val back to memory at the same address. These two operations are performed in one atomic transaction. The function returns old.
B.11.1.4atomicMin()
int atomicMin(int* address, int val); unsigned int atomicMin(unsigned int* address, unsigned int val); unsigned long long int atomicMin(unsigned long long int* address, unsigned long long int val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes the minimum of old and val, and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old. The 64-bit version of atomicMin() is only supported by devices of compute capability 3.5 and higher.
B.11.1.5atomicMax()
int atomicMax(int* address, int val); unsigned int atomicMax(unsigned int* address, unsigned int val); unsigned long long int atomicMax(unsigned long long int* address, unsigned long long int val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes the maximum of old and val, and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old.
www.nvidia.com
PG-02829-001_v5.0|105
C Language Extensions
The 64-bit version of atomicMax() is only supported by devices of compute capability 3.5 and higher.
B.11.1.6atomicInc()
unsigned int atomicInc(unsigned int* address, unsigned int val);
reads the 32-bit word old located at the address address in global or shared memory, computes ((old >= val) ? 0 : (old+1)), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old.
B.11.1.7atomicDec()
unsigned int atomicDec(unsigned int* address, unsigned int val);
reads the 32-bit word old located at the address address in global or shared memory, computes (((old == 0) | (old > val)) ? val : (old-1) ), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old.
B.11.1.8atomicCAS()
int atomicCAS(int* address, int compare, int val); unsigned int atomicCAS(unsigned int* address, unsigned int compare, unsigned int val); unsigned long long int atomicCAS(unsigned long long int* address, unsigned long long int compare, unsigned long long int val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes (old == compare ? val : old) , and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old (Compare And Swap).
B.11.2Bitwise Functions
B.11.2.1atomicAnd()
int atomicAnd(int* address, int val); unsigned int atomicAnd(unsigned int* address, unsigned int val); unsigned long long int atomicAnd(unsigned long long int* address, unsigned long long int val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes (old & val), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old.
www.nvidia.com
PG-02829-001_v5.0|106
C Language Extensions
The 64-bit version of atomicAnd() is only supported by devices of compute capability 3.5 and higher.
B.11.2.2atomicOr()
int atomicOr(int* address, int val); unsigned int atomicOr(unsigned int* address, unsigned int val); unsigned long long int atomicOr(unsigned long long int* address, unsigned long long int val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes (old | val), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old. The 64-bit version of atomicOr() is only supported by devices of compute capability 3.5 and higher.
B.11.2.3atomicXor()
int atomicXor(int* address, int val); unsigned int atomicXor(unsigned int* address, unsigned int val); unsigned long long int atomicXor(unsigned long long int* address, unsigned long long int val);
reads the 32-bit or 64-bit word old located at the address address in global or shared memory, computes (old ^ val), and stores the result back to memory at the same address. These three operations are performed in one atomic transaction. The function returns old. The 64-bit version of atomicXor() is only supported by devices of compute capability 3.5 and higher.
evaluates predicate for all active threads of the warp and returns non-zero if and only if predicate evaluates to non-zero for all of them.
int __any(int predicate);
evaluates predicate for all active threads of the warp and returns non-zero if and only if predicate evaluates to non-zero for any of them.
unsigned int __ballot(int predicate);
www.nvidia.com
PG-02829-001_v5.0|107
C Language Extensions
evaluates predicate for all active threads of the warp and returns an integer whose Nth bit is set if and only if predicate evaluates to non-zero for the Nth thread of the warp. This function is only supported by devices of compute capability 2.x and higher.
B.13.1Synopsis
int int int int __shfl(int var, int srcLane, int width=warpSize); __shfl_up(int var, unsigned int delta, int width=warpSize); __shfl_down(int var, unsigned int delta, int width=warpSize); __shfl_xor(int var, int laneMask, int width=warpSize);
float __shfl(float var, int srcLane, int width=warpSize); float __shfl_up(float var, unsigned int delta, int width=warpSize); float __shfl_down(float var, unsigned int delta, int width=warpSize); float __shfl_xor(float var, int laneMask, int width=warpSize);
B.13.2Description
The __shfl() intrinsics permit exchanging of a variable between threads within a warp without use of shared memory. The exchange occurs simultaneously for all active threads within the warp, moving 4 bytes of data per thread. Exchange of 8-byte quantities must be broken into two separate invocations of __shfl(). Threads within a warp are referred to as lanes, and for devices of compute capability 3.x may have an index between 0 and warpSize-1 (inclusive). Four source-lane addressing modes are supported: __shfl() Direct copy from indexed lane __shfl_up() Copy from a lane with lower ID relative to caller __shfl_down() Copy from a lane with higher ID relative to caller __shfl_xor() Copy from a lane based on bitwise XOR of own lane ID Threads may only read data from another thread which is actively participating in the __shfl() command. If the target thread is inactive, the retrieved value is undefined. All the __shfl() intrinsics take an optional width parameter which permits subdivision of the warp into segments for example to exchange data between 4 groups of
www.nvidia.com
PG-02829-001_v5.0|108
C Language Extensions
8 lanes in a SIMD manner. If width is less than warpSize then each subsection of the warp behaves as a separate entity with a starting logical lane ID of 0. A thread may only exchange data with others in its own subsection. width must have a value which is a power of 2 so that the warp can be subdivided equally; results are undefined if width is not a power of 2, or is a number greater than warpSize. __shfl() returns the value of var held by the thread whose ID is given by srcLane. If srcLane is outside the range [0:width-1], then the thread's own value of var is returned. __shfl_up() calculates a source lane ID by subtracting delta from the caller's lane ID. The value of var held by the resulting lane ID is returned: in effect, var is shifted up the warp by delta lanes. The source lane index will not wrap around the value of width, so effectively the lower delta lanes will be unchanged. __shfl_down() calculates a source lane ID by adding delta to the caller's lane ID. The value of var held by the resulting lane ID is returned: this has the effect of shifting var down the warp by delta lanes. As for __shfl_up(), the ID number of the source lane will not wrap around the value of width and so the upper delta lanes will remain unchanged. __shfl_xor() calculates a source line ID by performing a bitwise XOR of the caller's lane ID with laneMask: the value of var held by the resulting lane ID is returned. If the resulting lane ID falls outside the range permitted by width, the thread's own value of var is returned. This mode implements a butterfly addressing pattern such as is used in tree reduction and broadcast.
B.13.3Return Value
All __shfl() intrinsics return the 4-byte word referenced by var from the source lane ID as an unsigned integer. If the source lane ID is out of range or the source thread has exited, the calling threads own var is returned.
B.13.4Notes
All __shfl() intrinsics share the same semantics with respect to code motion as the vote intrinsics __any() and __all(). Threads may only read data from another thread which is actively participating in the __shfl() command. If the target thread is inactive, the retrieved value is undefined. width must be a power-of-2 (i.e. 2, 4, 8, 16 or 32). Results are unspecified for other values. Types other than int or float must first be cast in order to use the __shfl() intrinsics.
www.nvidia.com
PG-02829-001_v5.0|109
C Language Extensions
B.13.5Examples
B.13.5.1Broadcast of a single value across a warp
__global__ void bcast(int arg) { int laneId = threadIdx.x & 0x1f; int value; if (laneId == 0) // Note unused variable for value = arg; // all threads except lane 0 value = __shfl(value, 0); // Get value from lane 0 if (value != arg) printf(Thread %d failed.\n, threadIdx.x);
www.nvidia.com
PG-02829-001_v5.0|110
C Language Extensions
increments by one per warp the per-multiprocessor hardware counter of index counter. Counters 8 to 15 are reserved and should not be used by applications. The value of counters 0, 1, , 7 for the first multiprocessor can be obtained via the CUDA profiler by listing prof_trigger_00, prof_trigger_01, , prof_trigger_07 ,etc. in the profiler.conf file (see the profiler manual for more details). All counters are reset before each kernel launch (note that when collecting counters, kernel launches are synchronous as mentioned in Concurrent Execution between Host and Device).
B.15Assertion
Assertion is only supported by devices of compute capability 2.x and higher.
void assert(int expression);
stops the kernel execution if expression is equal to zero. If the program is run within a debugger, this triggers a breakpoint and the debugger can be used to inspect the current state of the device. Otherwise, each thread for which expression is equal to zero prints a message to stderr after synchronization with the host via cudaDeviceSynchronize(), cudaStreamSynchronize(), or cudaEventSynchronize(). The format of this message is as follows:
<filename>:<line number>:<function>: block: [blockId.x,blockId.x,blockIdx.z], thread: [threadIdx.x,threadIdx.y,threadIdx.z] Assertion `<expression>` failed.
Any subsequent host-side synchronization calls made for the same device will return cudaErrorAssert. No more commands can be sent to this device until cudaDeviceReset() is called to reinitialize the device. If expression is different from zero, the kernel execution is unaffected. For example, the following program from source file test.cu
#include <assert.h> // assert() is only supported // for devices of compute capability 2.0 and higher
www.nvidia.com
PG-02829-001_v5.0|111
C Language Extensions
#if defined(__CUDA_ARCH__) && (__CUDA_ARCH__ < 200) #undef assert #define assert(arg) #endif __global__ void testAssert(void) { int is_one = 1; int should_be_one = 0; // This will have no effect assert(is_one); // This will halt kernel execution assert(should_be_one);
will output:
test.cu:19: void testAssert(): block: [0,0,0], thread: [0,0,0] Assertion `should_be_one` failed.
Assertions are for debugging purposes. They can affect performance and it is therefore recommended to disable them in production code. They can be disabled at compile time by defining the NDEBUG preprocessor macro before including assert.h. Note that expression should not be an expression with side effects (something like (++i > 0), for example), otherwise disabling the assertion will affect the functionality of the code.
B.16Formatted Output
Formatted output is only supported by devices of compute capability 2.x and higher.
int printf(const char *format[, arg, ...]);
prints formatted output from a kernel to a host-side output stream. The in-kernel printf() function behaves in a similar way to the standard C-library printf() function, and the user is referred to the host systems manual pages for a complete description of printf() behavior. In essence, the string passed in as format is output to a stream on the host, with substitutions made from the argument list wherever a format specifier is encountered. Supported format specifiers are listed below. The printf() command is executed as any other device-side function: per-thread, and in the context of the calling thread. From a multi-threaded kernel, this means that a straightforward call to printf() will be executed by every thread, using that threads data as specified. Multiple versions of the output string will then appear at the host stream, once for each thread which encountered the printf().
www.nvidia.com
PG-02829-001_v5.0|112
C Language Extensions
It is up to the programmer to limit the output to a single thread if only a single output string is desired (see Examples for an illustrative example). Unlike the C-standard printf(), which returns the number of characters printed, CUDAs printf() returns the number of arguments parsed. If no arguments follow the format string, 0 is returned. If the format string is NULL, -1 is returned. If an internal error occurs, -2 is returned.
B.16.1Format Specifiers
As for standard printf(), format specifiers take the form: %[flags][width] [.precision][size]type The following fields are supported (see widely-available documentation for a complete description of all behaviors): Flags: # 0 + - Width: * 0-9 Precision: 0-9 Size: h l ll Type: %cdiouxXpeEfgGaAs
Note that CUDAs printf()will accept any combination of flag, width, precision, size and type, whether or not overall they form a valid format specifier. In other words, %hd will be accepted and printf will expect a double-precision variable in the corresponding location in the argument list.
B.16.2Limitations
Final formatting of the printf() output takes place on the host system. This means that the format string must be understood by the host-systems compiler and C library. Every effort has been made to ensure that the format specifiers supported by CUDAs printf function form a universal subset from the most common host compilers, but exact behavior will be host-O/S-dependent. As described in Format Specifiers, printf() will accept all combinations of valid flags and types. This is because it cannot determine what will and will not be valid on the host system where the final output is formatted. The effect of this is that output may be undefined if the program emits a format string which contains invalid combinations. The printf() command can accept at most 32 arguments in addition to the format string. Additional arguments beyond this will be ignored, and the format specifier output as-is. Owing to the differing size of the long type on 64-bit Windows platforms (four bytes on 64-bit Windows platforms, eight bytes on other 64-bit platforms), a kernel which is compiled on a non-Windows 64-bit machine but then run on a win64 machine will see
www.nvidia.com
PG-02829-001_v5.0|113
C Language Extensions
corrupted output for all format strings which include %ld. It is recommended that the compilation platform matches the execution platform to ensure safety. The output buffer for printf() is set to a fixed size before kernel launch (see Associated Host-Side API). It is circular and if more output is produced during kernel execution than can fit in the buffer, older output is overwritten. It is flushed only when one of these actions is performed: Kernel launch via <<<>>> or cuLaunchKernel() (at the start of the launch, and if the CUDA_LAUNCH_BLOCKING environment variable is set to 1, at the end of the launch as well), Synchronization via cudaDeviceSynchronize(), cuCtxSynchronize(), cudaStreamSynchronize(), cuStreamSynchronize(), cudaEventSynchronize(), or cuEventSynchronize(), Memory copies via any blocking version of cudaMemcpy*() or cuMemcpy*(), Module loading/unloading via cuModuleLoad() or cuModuleUnload(), Context destruction via cudaDeviceReset() or cuCtxDestroy(). Note that the buffer is not flushed automatically when the program exits. The user must call cudaDeviceReset() or cuCtxDestroy() explicitly, as shown in the examples below.
B.16.4Examples
The following code sample:
#include "stdio.h" // printf() is only supported // for devices of compute capability 2.0 and higher #if defined(__CUDA_ARCH__) && (__CUDA_ARCH__ < 200) #define printf(f, ...) ((void)(f, __VA_ARGS__),0) #endif __global__ void helloCUDA(float f) { printf("Hello thread %d, f=%f\n", threadIdx.x, f); } int main() { helloCUDA<<<1, 5>>>(1.2345f); cudaDeviceSynchronize(); return 0; }
www.nvidia.com
PG-02829-001_v5.0|114
C Language Extensions
will output: Notice how each thread encounters the printf() command, so there are as many lines of output as there were threads launched in the grid. As expected, global values (i.e., float f) are common between all threads, and local values (i.e., threadIdx.x) are distinct per-thread. The following code sample:
#include "stdio.h" // printf() is only supported // for devices of compute capability 2.0 and higher #if defined(__CUDA_ARCH__) && (__CUDA_ARCH__ < 200) #define printf(f, ...) ((void)(f, __VA_ARGS__),0) #endif __global__ void helloCUDA(float f) { if (threadIdx.x == 0) printf("Hello thread %d, f=%f\n", threadIdx.x, f) ; } int main() { helloCUDA<<<1, 5>>>(1.2345f); cudaDeviceSynchronize(); return 0; }
will output: Self-evidently, the if() statement limits which threads will call printf, so that only a single line of output is seen.
allocate and free memory dynamically from a fixed-size heap in global memory.
void* memcpy(void* dest, const void* src, size_t size);
copy size bytes from the memory location pointed by src to the memory location pointed by dest.
void* memset(void* ptr, int value, size_t size);
set size bytes of memory block pointed by ptr to value (interpreted as an unsigned char). The CUDA in-kernel malloc() function allocates at least size bytes from the device heap and returns a pointer to the allocated memory or NULL if insufficient memory
www.nvidia.com
PG-02829-001_v5.0|115
C Language Extensions
exists to fulfill the request. The returned pointer is guaranteed to be aligned to a 16-byte boundary. The CUDA in-kernel free() function deallocates the memory pointed to by ptr, which must have been returned by a previous call to malloc(). If ptr is NULL, the call to free() is ignored. Repeated calls to free() with the same ptr has undefined behavior. The memory allocated by a given CUDA thread via malloc() remains allocated for the lifetime of the CUDA context, or until it is explicitly released by a call to free(). It can be used by any other CUDA threads even from subsequent kernel launches. Any CUDA thread may free memory allocated by another thread, but care should be taken to ensure that the same pointer is not freed more than once.
www.nvidia.com
PG-02829-001_v5.0|116
C Language Extensions
B.17.3Examples
B.17.3.1Per Thread Allocation
The following code sample:
#include <stdlib.h> #include <stdio.h> __global__ void mallocTest() { size_t size = 123; char* ptr = (char*)malloc(size); memset(ptr, 0, size); printf("Thread %d got pointer: %p\n", threadIdx.x, ptr); free(ptr); } int main() { // Set a heap size of 128 megabytes. Note that this must // be done before any kernel is launched. cudaDeviceSetLimit(cudaLimitMallocHeapSize, 128*1024*1024); mallocTest<<<1, 5>>>(); cudaDeviceSynchronize(); return 0; }
will output:
Thread Thread Thread Thread Thread 0 1 2 3 4 got got got got got pointer: pointer: pointer: pointer: pointer: 00057020 0005708c 000570f8 00057164 000571d0
Notice how each thread encounters the malloc() and memset() commands and so receives and initializes its own allocation. (Exact pointer values will vary: these are illustrative.)
} __syncthreads();
www.nvidia.com
PG-02829-001_v5.0|117
C Language Extensions
if (data == NULL) return; // Threads index into the memory, ensuring coalescence int* ptr = data; for (int i = 0; i < 64; ++i) ptr[i * blockDim.x + threadIdx.x] = threadIdx.x; // Ensure all threads complete before freeing __syncthreads(); // Only one thread may free the memory! if (threadIdx.x == 0) free(data);
// Simple example: store thread ID into each element __global__ void usemem() { int* ptr = dataptr[blockIdx.x]; if (ptr != NULL) ptr[threadIdx.x] += threadIdx.x; } // Print the content of the buffer before freeing it __global__ void freemem() { int* ptr = dataptr[blockIdx.x]; if (ptr != NULL) printf("Block %d, Thread %d: final value = %d\n", blockIdx.x, threadIdx.x, ptr[threadIdx.x]); // Only free from one thread! if (threadIdx.x == 0)
www.nvidia.com
PG-02829-001_v5.0|118
C Language Extensions
free(ptr);
int main() { cudaDeviceSetLimit(cudaLimitMallocHeapSize, 128*1024*1024); // Allocate memory allocmem<<< NUM_BLOCKS, 10 >>>(); // Use memory usemem<<< NUM_BLOCKS, 10 >>>(); usemem<<< NUM_BLOCKS, 10 >>>(); usemem<<< NUM_BLOCKS, 10 >>>(); // Free memory freemem<<< NUM_BLOCKS, 10 >>>(); cudaDeviceSynchronize(); } return 0;
B.18Execution Configuration
Any call to a __global__ function must specify the execution configuration for that call. The execution configuration defines the dimension of the grid and blocks that will be used to execute the function on the device, as well as the associated stream (see CUDA C Runtime for a description of streams). The execution configuration is specified by inserting an expression of the form <<< Dg, Db, Ns, S >>> between the function name and the parenthesized argument list, where: Dg is of type dim3 (see dim3) and specifies the dimension and size of the grid, such that Dg.x * Dg.y * Dg.z equals the number of blocks being launched; Dg.z must be equal to 1 for devices of compute capability 1.x; Db is of type dim3 (see dim3) and specifies the dimension and size of each block, such that Db.x * Db.y * Db.z equals the number of threads per block; Ns is of type size_t and specifies the number of bytes in shared memory that is dynamically allocated per block for this call in addition to the statically allocated memory; this dynamically allocated memory is used by any of the variables declared as an external array as mentioned in __shared__; Ns is an optional argument which defaults to 0; S is of type cudaStream_t and specifies the associated stream; S is an optional argument which defaults to 0. As an example, a function declared as
__global__ void Func(float* parameter);
www.nvidia.com
PG-02829-001_v5.0|119
C Language Extensions
The arguments to the execution configuration are evaluated before the actual function arguments. For devices of compute capability 1.x, they are passed via shared memory to the device. The function call will fail if Dg or Db are greater than the maximum sizes allowed for the device as specified in Compute Capabilities, or if Ns is greater than the maximum amount of shared memory available on the device, minus the amount of shared memory required for static allocation, functions arguments (for devices of compute capability 1.x), and execution configuration.
B.19Launch Bounds
As discussed in detail in Multiprocessor Level, the fewer registers a kernel uses, the more threads and thread blocks are likely to reside on a multiprocessor, which can improve performance. Therefore, the compiler uses heuristics to minimize register usage while keeping register spilling (see Device Memory Accesses) and instruction count to a minimum. An application can optionally aid these heuristics by providing additional information to the compiler in the form of launch bounds that are specified using the __launch_bounds__() qualifier in the definition of a __global__ function:
__global__ void __launch_bounds__(maxThreadsPerBlock, minBlocksPerMultiprocessor) MyKernel(...) { ... }
maxThreadsPerBlock specifies the maximum number of threads per block with which the application will ever launch MyKernel(); it compiles to the .maxntid PTX directive; minBlocksPerMultiprocessor is optional and specifies the desired minimum number of resident blocks per multiprocessor; it compiles to the .minnctapersm PTX directive. If launch bounds are specified, the compiler first derives from them the upper limit L on the number of registers the kernel should use to ensure that minBlocksPerMultiprocessor blocks (or a single block if minBlocksPerMultiprocessor is not specified) of maxThreadsPerBlock threads can reside on the multiprocessor (see Hardware Multithreading for the relationship between the number of registers used by a kernel and the number of registers allocated per block). The compiler then optimizes register usage in the following way: If the initial register usage is higher than L, the compiler reduces it further until it becomes less or equal to L, usually at the expense of more local memory usage and/or higher number of instructions; If the initial register usage is lower than L
www.nvidia.com
PG-02829-001_v5.0|120
C Language Extensions
If maxThreadsPerBlock is specified and minBlocksPerMultiprocessor is not, the compiler uses maxThreadsPerBlock to determine the register usage thresholds for the transitions between n and n+1 resident blocks (i.e., when using one less register makes room for an additional resident block as in the example of Multiprocessor Level) and then applies similar heuristics as when no launch bounds are specified; If both minBlocksPerMultiprocessor and maxThreadsPerBlock are specified, the compiler may increase register usage as high as L to reduce the number of instructions and better hide single thread instruction latency. A kernel will fail to launch if it is executed with more threads per block than its launch bound maxThreadsPerBlock. Optimal launch bounds for a given kernel will usually differ across major architecture revisions. The sample code below shows how this is typically handled in device code using the __CUDA_ARCH__ macro introduced in Application Compatibility
#define THREADS_PER_BLOCK #if __CUDA_ARCH__ >= 200 #define MY_KERNEL_MAX_THREADS #define MY_KERNEL_MIN_BLOCKS #else #define MY_KERNEL_MAX_THREADS #define MY_KERNEL_MIN_BLOCKS #endif 256 (2 * THREADS_PER_BLOCK) 3 THREADS_PER_BLOCK 2
In the common case where MyKernel is invoked with the maximum number of threads per block (specified as the first parameter of __launch_bounds__()), it is tempting to use MY_KERNEL_MAX_THREADS as the number of threads per block in the execution configuration:
// Host code MyKernel<<<blocksPerGrid, MY_KERNEL_MAX_THREADS>>>(...);
This will not work however since __CUDA_ARCH__ is undefined in host code as mentioned in Application Compatibility, so MyKernel will launch with 256 threads per block even when __CUDA_ARCH__ is greater or equal to 200. Instead the number of threads per block should be determined: Either at compile time using a macro that does not depend on __CUDA_ARCH__, for example Or at runtime based on the compute capability
// Host code MyKernel<<<blocksPerGrid, THREADS_PER_BLOCK>>>(...); // Host code cudaGetDeviceProperties(&deviceProp, device); int threadsPerBlock =
www.nvidia.com
PG-02829-001_v5.0|121
C Language Extensions
Register usage is reported by the --ptxas options=-v compiler option. The number of resident blocks can be derived from the occupancy reported by the CUDA profiler (see Device Memory Accessesfor a definition of occupancy). Register usage can also be controlled for all __global__ functions in a file using the maxrregcount compiler option. The value of maxrregcount is ignored for functions with launch bounds.
B.20#pragma unroll
By default, the compiler unrolls small loops with a known trip count. The #pragma unroll directive however can be used to control unrolling of any given loop. It must be placed immediately before the loop and only applies to that loop. It is optionally followed by a number that specifies how many times the loop must be unrolled. For example, in this code sample:
#pragma unroll 5 for (int i = 0; i < n; ++i)
the loop will be unrolled 5 times. The compiler will also insert code to ensure correctness (in the example above, to ensure that there will only be n iterations if n is less than 5, for example). It is up to the programmer to make sure that the specified unroll number gives the best performance. #pragma unroll 1 will prevent the compiler from ever unrolling a loop. If no number is specified after #pragma unroll, the loop is completely unrolled if its trip count is constant, otherwise it is not unrolled at all.
www.nvidia.com
PG-02829-001_v5.0|122
C Language Extensions
vset2, vset4 PTX instructions, such as the SIMD video instructions, can be included in CUDA programs by way of the assembler, asm(), statement. The basic syntax of an asm() statement is:
asm("template-string" : "constraint"(output) : "constraint"(input)"));
asm("vabsdiff4.u32.u32.u32.add" " %0, %1, %2, %3;": "=r" (result):"r" (A), "r" (B), "r" (C));
This uses the vabsdiff4 instruction to compute an integer quad byte SIMD sum of absolute differences. The absolute difference value is computed for each byte of the unsigned integers A and B in SIMD fashion. The optional accumulate operation (.add) is specified to sum these differences. Refer to the document "Using Inline PTX Assembly in CUDA" for details on using the assembly statement in your code. Refer to the PTX ISA documentation ("Parallel Thread Execution ISA Version 3.0" for example) for details on the PTX instructions for the version of PTX that you are using.
www.nvidia.com
PG-02829-001_v5.0|123
The reference manual lists, along with their description, all the functions of the C/C++ standard library mathematical functions that are supported in device code, as well as all intrinsic functions (that are only supported in device code). This appendix provides accuracy information for some of these functions when applicable.
C.1Standard Functions
The functions from this section can be used in both host and device code. This section specifies the error bounds of each function when executed on the device and also when executed on the host in the case where the host does not supply the function. The error bounds are generated from extensive but not exhaustive tests, so they are not guaranteed bounds. Single-Precision Floating-Point Functions Addition and multiplication are IEEE-compliant, so have a maximum error of 0.5 ulp. However, on the device, the compiler often combines them into a single multiplyadd instruction (FMAD) and for devices of compute capability 1.x, FMAD truncates the intermediate result of the multiplication as mentioned in Floating-Point Standard. This combination can be avoided by using the __fadd_[rn,rz,ru,rd]() and __fmul_[rn,rz,ru,rd]() intrinsic functions (see Intrinsic Functions). The recommended way to round a single-precision floating-point operand to an integer, with the result being a single-precision floating-point number is rintf(), not roundf(). The reason is that roundf() maps to an 8-instruction sequence on the device, whereas rintf() maps to a single instruction. truncf(), ceilf(), and floorf() each map to a single instruction as well.
www.nvidia.com
PG-02829-001_v5.0|124
Mathematical Functions
x+y
x*y
0 (IEEE-754 round-to-nearest-even) (except for devices of compute capability 1.x when multiplication is merged into an FMAD)
x/y
0 for compute capability > 2 when compiled with -precdiv=true 2 (full range), otherwise
1/x
0 for compute capability > 2 when compiled with -precdiv=true 1 (full range), otherwise
2 (full range)
1 (full range) 2 (full range) 3 (full range) 2 (full range) 2 (full range) 2 (full range) 1 (full range) 1 (full range)
www.nvidia.com
PG-02829-001_v5.0|125
Mathematical Functions
Function
log2f(x) log10f(x) log1pf(x) sinf(x) cosf(x) tanf(x) sincosf(x,sptr,cptr) sinpif(x) cospif(x) sincospif(x,sptr,cptr) asinf(x) acosf(x) atanf(x) atan2f(y,x) sinhf(x) coshf(x) tanhf(x) asinhf(x) acoshf(x) atanhf(x) powf(x,y) erff(x) erfcf(x) erfinvf(x) erfcinvf(x) erfcxf(x) normcdff(x) normcdfinvf(x)
www.nvidia.com
PG-02829-001_v5.0|126
Mathematical Functions
Function
lgammaf(x) tgammaf(x) fmaf(x,y,z) frexpf(x,exp) ldexpf(x,exp) scalbnf(x,n) scalblnf(x,l) logbf(x) ilogbf(x) j0f(x) j1f(x) jnf(x) y0f(x) y1f(x) ynf(x) fmodf(x,y) remainderf(x,y) remquof(x,y,iptr) modff(x,iptr) fdimf(x,y) truncf(x) roundf(x) rintf(x)
For n = 128, the maximum absolute error is 2.2 x 10 9 for |x| < 8 otherwise, the maximum absolute error is 2.2 x 10 9 for |x| < 8 otherwise, the maximum absolute error is 2.2 x 10 ceil(2 + 2.5n) for |x| < n otherwise, the maximum absolute error is 2.2 x 10 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range)
-6
-6
-6
www.nvidia.com
PG-02829-001_v5.0|127
Mathematical Functions
Function
Double-Precision Floating-Point Functions The errors listed below only apply when compiling for devices with native doubleprecision support. When compiling for devices without such support, such as devices of compute capability 1.2 and lower, the double type gets demoted to float by default and the double-precision math functions are mapped to their single-precision equivalents. The recommended way to round a double-precision floating-point operand to an integer, with the result being a double-precision floating-point number is rint(), not round(). The reason is that round() maps to an 8-instruction sequence on the device, whereas rint() maps to a single instruction. trunc(), ceil(), and floor() each map to a single instruction as well.
www.nvidia.com
PG-02829-001_v5.0|128
Mathematical Functions
Function
cbrt(x) rcbrt(x) hypot(x,y) exp(x) exp2(x) exp10(x) expm1(x) log(x) log2(x) log10(x) log1p(x) sin(x) cos(x) tan(x) sincos(x,sptr,cptr) sinpi(x) cospi(x) sincospi(x,sptr,cptr) asin(x) acos(x) atan(x) atan2(y,x) sinh(x) cosh(x) tanh(x) asinh(x) acosh(x) atanh(x)
www.nvidia.com
PG-02829-001_v5.0|129
Mathematical Functions
Function
pow(x,y) erf(x) erfc(x) erfinv(x) erfcinv(x) erfcx(x) normcdf(x) normcdfinv(x) lgamma(x) tgamma(x) fma(x,y,z) frexp(x,exp) ldexp(x,exp) scalbn(x,n) scalbln(x,l) logb(x) ilogb(x) j0(x)
j1(x)
jn(x) y0(x)
y1(x)
www.nvidia.com
PG-02829-001_v5.0|130
Mathematical Functions
Function
yn(x) fmod(x,y) remainder(x,y) remquo(x,y,iptr) mod(x,iptr) fdim(x,y) trunc(x) round(x) rint(x) nearbyint(x) ceil(x) floor(x) lrint(x) lround(x) llrint(x) llround(x)
0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range) 0 (full range)
C.2Intrinsic Functions
The functions from this section can only be used in device code. Among these functions are the less accurate, but faster versions of some of the functions of Standard Functions. They have the same name prefixed with __ (such as __sinf(x)). They are faster as they map to fewer native instructions. The compiler has an option (-use_fast_math) that forces each function in Table 6 Functions Affected by -use_fast_math to compile to its intrinsic counterpart. In addition to reducing the accuracy of the affected functions, it may also cause some differences in special case handling. A more robust approach is to selectively replace mathematical function calls by calls to intrinsic functions only where it is merited by the performance gains and where changed properties such as reduced accuracy and different special case handling can be tolerated.
www.nvidia.com
PG-02829-001_v5.0|131
Mathematical Functions
Functions suffixed with _rn operate using the round to nearest even rounding mode. Functions suffixed with _rz operate using the round towards zero rounding mode. Functions suffixed with _ru operate using the round up (to positive infinity) rounding mode. Functions suffixed with _rd operate using the round down (to negative infinity) rounding mode. Single-Precision Floating-Point Functions __fadd_[rn,rz,ru,rd]() and __fmul_[rn,rz,ru,rd]() map to addition and multiplication operations that the compiler never merges into FMADs. By contrast, additions and multiplications generated from the '*' and '+' operators will frequently be combined into FMADs. The accuracy of floating-point division varies depending on the compute capability of the device and whether the code is compiled with -prec-div=false or -precdiv=true. For devices of compute capability 1.x or for devices of compute capability 2.x and higher when the code is compiled with -prec-div=false, both the regular division / operator and __fdividef(x,y) have the same accuracy, but for 2126 < y < 2128, __fdividef(x,y) delivers a result of zero, whereas the / operator delivers the correct result to within the accuracy stated in Table 7 Single-Precision Floating-Point Intrinsic Functions. Also, for 2126 < y < 2128, if x is infinity, __fdividef(x,y) delivers a NaN (as a result of multiplying infinity by zero), while the / operator returns infinity. On the other hand, the / operator is IEEE-compliant on devices of compute capability 2.x and higher when the code is compiled with -prec-div=true or without any -precdiv option at all since its default value is true.
www.nvidia.com
PG-02829-001_v5.0|132
Mathematical Functions
__fadd_[rn,rz,ru,rd](x,y) __fmul_[rn,rz,ru,rd](x,y) __fmaf_[rn,rz,ru,rd](x,y,z) __frcp_[rn,rz,ru,rd](x) __fsqrt_[rn,rz,ru,rd](x) __frsqrt_rn(x) __fdiv_[rn,rz,ru,rd](x,y) __fdividef(x,y) __expf(x) __exp10f(x) __logf(x) __log2f(x) __log10f(x) __sinf(x) __cosf(x) __sincosf(x,sptr,cptr) __tanf(x) __powf(x, y)
2 + floor(abs(1.16 * x)).
The maximum ulp error is
2 + floor(abs(2.95 * x)).
The maximum ulp error is For 2
-21.41
For 2
-22
x in [0.5, 2], the maximum absolute error is x in [0.5, 2], the maximum absolute error is x in [-,], the maximum absolute error is
, and larger otherwise.
For 2
-24
For 2
-21.41
For 2
-21.19
Same as
* (1/__cosf(x)).
Derived from its implementation as
__log2f(x)).
www.nvidia.com
PG-02829-001_v5.0|133
Mathematical Functions
Double-Precision Floating-Point Functions __dadd_rn() and __dmul_rn() map to addition and multiplication operations that the compiler never merges into FMADs. By contrast, additions and multiplications generated from the '*' and '+' operators will frequently be combined into FMADs.
IEEE-compliant. Requires compute capability > 2. IEEE-compliant. Requires compute capability > 2.
www.nvidia.com
PG-02829-001_v5.0|134
As described in Compilation with NVCC, source files compiled with nvcc can include a mix of host code and device code. For the host code, nvcc supports whatever part of the C++ ISO/IEC 14882:2003 specification the host c++ compiler supports. For the device code, nvcc supports the features illustrated in Code Samples with some restrictions described in Restrictions; it does not support run time type information (RTTI), exception handling, and the C++ Standard Library.
D.1Code Samples
D.1.1Data Aggregation Class
class PixelRGBA { public: __device__ PixelRGBA(): r_(0), g_(0), b_(0), a_(0) { } __device__ PixelRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a = 255): r_(r), g_(g), b_(b), a_(a) { } private: unsigned char r_, g_, b_, a_; }; friend PixelRGBA operator+(const PixelRGBA const PixelRGBA&);
__device__ PixelRGBA operator+(const PixelRGBA& p1, const PixelRGBA& p2) { return PixelRGBA(p1.r_ + p2.r_, p1.g_ + p2.g_, p1.b_ + p2.b_, p1.a_ + p2.a_); } __device__ void func(void) { PixelRGBA p1, p2; // ... // Initialization of p1 and p2 here PixelRGBA p3 = p1 + p2; }
www.nvidia.com
PG-02829-001_v5.0|135
D.1.2Derived Class
__device__ void* operator new(size_t bytes, MemoryPool& p); __device__ void operator delete(void*, MemoryPool& p); class Shape { public: __device__ Shape(void) { } __device__ void putThis(PrintBuffer *p) const; __device__ virtual void Draw(PrintBuffer *p) const { p->put("Shapeless"); } __device__ virtual ~Shape() {} }; class Point : public Shape { public: __device__ Point() : x(0), y(0) {} __device__ Point(int ix, int iy) : x(ix), y(iy) { } __device__ void PutCoord(PrintBuffer *p) const; __device__ void Draw(PrintBuffer *p) const; __device__ ~Point() {} private: int x, y; }; __device__ Shape* GetPointObj(MemoryPool& pool) { Shape* shape = new(pool) Point(rand(-20,10), rand(-100,-20)); return shape; }
D.1.3Class Template
template <class T> class myValues { T values[MAX_VALUES]; public: __device__ myValues(T clear) { ... } __device__ void setValue(int Idx, T value) { ... } __device__ void putToMemory(T* valueLocation) { ... } }; template <class T> void __global__ useValues(T* memoryBuffer) { myValues<T> myLocation(0); ... } __device__ void* buffer; int main() { ... useValues<int><<<blocks, threads>>>(buffer); ... }
D.1.4Function Template
template <typename T> __device__ bool func(T x) { ... return (...); }
www.nvidia.com
PG-02829-001_v5.0|136
template <> __device__ bool func<int>(T x) // Specialization { return true; } // Explicit argument specification bool result = func<double>(0.5); // Implicit argument deduction int x = 1; bool result = func(x);
D.1.5Functor Class
class Add { public: __device__ float operator() (float a, float b) const { return a + b; } }; class Sub { public: __device__ float operator() (float a, float b) const { return a - b; } }; // Device code template<class O> __global__ void VectorOperation(const float * A, const float * B, float * C, unsigned int N, O op) { unsigned int iElement = blockDim.x * blockIdx.x + threadIdx.x; if (iElement < N) C[iElement] = op(A[iElement], B[iElement]); } // Host code int main() { ... VectorOperation<<<blocks, threads>>>(v1, v2, v3, N, Add()); ... }
D.2Restrictions
D.2.1Preprocessor Symbols
If a __global__ function template is instantiated and launched from the host, the function template must be instantiated with the same types irrespective of whether __CUDA_ARCH__ is defined and regardless of the value of the __CUDA_ARCH__ macro.
www.nvidia.com
PG-02829-001_v5.0|137
In the following example, the instantiation kern<int> only occurs when __CUDA_ARCH__ is not defined. This is not supported.
__device__ int result; template <typename T> __global__ void kern(T in) { result = in; } __host__ __device__ void foo(void) { #if !defined(__CUDA_ARCH__) kern<<<1,1>>>(1); // instantiation "kern<int>" #endif /* !defined(__CUDA_ARCH__) */ } int main(void) { foo(); cudaDeviceSynchronize(); return 0; }
D.2.2Qualifiers
D.2.2.1Device Memory Qualifiers
The __device__, __shared__ and __constant__ qualifiers are not allowed on: class, struct, and union data members, formal parameters, local variables within a function that executes on the host. __shared__ and __constant__ variables have implied static storage. __device__ and __constant__ variable definitions are only allowed in namespace scope (including global namespace scope). __device__, __constant__ and __shared__ variables defined in namespace scope, that are of class type, cannot have a non-empty constructor or a non-empty destructor. A constructor for a class type is considered empty at a point in the translation unit, if it is either a trivial constructor or it satisfies all of the following conditions: The constructor function has been defined. The constructor function has no parameters, the initializer list is empty and the function body is an empty compound statement. Its class has no virtual functions and no virtual base classes. The default constructors of all base classes of its class can be considered empty. For all the nonstatic data members of its class that are of class type (or array thereof), the default constructors can be considered empty. A destructor for a class is considered empty at a point in the translation unit, if it is either a trivial destructor or it satisfies all of the following conditions: The destructor function has been defined. The destructor function body is an empty compound statement.
www.nvidia.com
PG-02829-001_v5.0|138
Its class has no virtual functions and no virtual base classes. The destructors of all base classes of its class can be considered empty. For all the nonstatic data members of its class that are of class type (or array thereof), the destructor can be considered empty. When compiling in the whole program compilation mode (see the nvcc user manual for a description of this mode), __device__, __shared__, and __constant__ variables cannot be defined as external using the extern keyword. The only exception is for dynamically allocated __shared__ variables as described in __shared__. When compiling in the separate compilation mode (see the nvcc user manual for a description of this mode), __device__, __shared__, and __constant__ variables can be defined as external using the extern keyword. nvlink will generate an error when it cannot find a definition for an external variable (unless it is a dynamically allocated __shared__ variable).
D.2.2.2Volatile Qualifier
Only after the execution of a __threadfence_block(), __threadfence(), or __syncthreads() (Memory Fence Functions and Synchronization Functions) are prior writes to global or shared memory guaranteed to be visible by other threads. As long as this requirement is met, the compiler is free to optimize reads and writes to global or shared memory. This behavior can be changed using the volatile keyword: If a variable located in global or shared memory is declared as volatile, the compiler assumes that its value can be changed or used at any time by another thread and therefore any reference to this variable compiles to an actual memory read or write instruction.
D.2.3Pointers
For devices of compute capability 1.x, pointers in code that is executed on the device are supported as long as the compiler is able to resolve whether they point to either the shared memory space, the global memory space, or the local memory space, otherwise they are restricted to only point to memory allocated or declared in the global memory space. For devices of compute capability 2.x and higher, pointers are supported without any restriction. Dereferencing a pointer either to global or shared memory in code that is executed on the host, or to host memory in code that is executed on the device results in an undefined behavior, most often in a segmentation fault and application termination. The address obtained by taking the address of a __device__, __shared__ or __constant__ variable can only be used in device code. The address of a __device__ or __constant__ variable obtained through cudaGetSymbolAddress() as described in Device Memory can only be used in host code. As a consequence of the use of C++ syntax rules, void pointers (e.g., returned by malloc()) cannot be assigned to non-void pointers without a typecast.
www.nvidia.com
PG-02829-001_v5.0|139
D.2.4Operators
D.2.4.1Assignment Operator
__constant__ variables can only be assigned from the host code through runtime functions (Device Memory); they cannot be assigned from the device code. __shared__ variables cannot have an initialization as part of their declaration. It is not allowed to assign values to any of the built-in variables defined in Built-in Variables.
D.2.4.2Address Operator
It is not allowed to take the address of any of the built-in variables defined in Built-in Variables.
D.2.5Functions
D.2.5.1Compiler generated functions
The execution space qualifiers (__host__, __device__) for a compiler generated function are the union of the execution space qualifiers of all the functions that invoke it (note that a __global__ caller will be treated as a __device__ caller for this analysis). For example:
class Base { int x; public: __host__ __device__ Base(void) : x(10) {} }; class Derived : public Base { int y; }; class Other: public Base { int z; }; __device__ void foo(void) { Derived D1; Other D2; } __host__ void bar(void) { Other D3; }
Here, the compiler generated constructor function "Derived::Derived" will be treated as a __device__ function, since it is invoked only from the __device__ function "foo". The compiler generated constructor function "Other::Other" will be treated as
www.nvidia.com
PG-02829-001_v5.0|140
a __host__ __device__ function, since it is invoked both from a __device__ function "foo" and a __host__ function "bar".
D.2.5.2Function Parameters
__global__ function parameters are passed to the device: via shared memory and are limited to 256 bytes on devices of compute capability 1.x, via constant memory and are limited to 4 KB on devices of compute capability 2.x and higher. __device__ and __global__ functions cannot have a variable number of arguments.
D.2.5.4Function Pointers
Function pointers to __global__ functions are supported in host code, but not in device code. Function pointers to __device__ functions are only supported in device code compiled for devices of compute capability 2.x and higher. It is not allowed to take the address of a __device__ function in host code.
D.2.5.5Function Recursion
__global__ functions do not support recursion. __device__ functions only support recursion in device code compiled for devices of compute capability 2.x and higher.
D.2.6Classes
D.2.6.1Data Members
Static data members are not supported. The layout of bit-fields in device code may currently not match the layout in host code on Windows.
D.2.6.2Function Members
Static member functions cannot be __global__ functions.
www.nvidia.com
PG-02829-001_v5.0|141
D.2.6.3Virtual Functions
When a function in a derived class overrides a virtual function in a base class, the execution space qualifiers (i.e., __host__, __device__) on the overridden and overriding functions must match. It is not allowed to pass as an argument to a __global__ function an object of a class with virtual functions. The virtual function table is placed in global or constant memory by the compiler.
D.2.6.5Windows-Specific
On Windows, the CUDA compiler may produce a different memory layout, compared to the host Microsoft compiler, for a C++ object of class type T that satisfies any of the following conditions: T has virtual functions or derives from a direct or indirect base class that has virtual functions; T has a direct or indirect virtual base class; T has multiple inheritance with more than one direct or indirect empty base class. The size for such an object may also be different in host and device code. As long as type T is used exclusively in host or device code, the program should work correctly. Do not pass objects of type T between host and device code (e.g., as arguments to __global__ functions or through cudaMemcpy*() calls).
D.2.7Templates
A __global__ function template cannot be instantiated with a type or typedef that is defined within a function or is private to a class or structure, as illustrated in the following code sample:
template <typename T> __global__ void myKernel1(void) { } template <typename T> __global__ void myKernel2(T par) { } class myClass { private: struct inner_t { }; public: static void launch(void) { // Both kernel launches below are disallowed // as myKernel1 and myKernel2 are instantiated // with private type inner_t myKernel1<inner_t><<<1,1>>>();
www.nvidia.com
PG-02829-001_v5.0|142
};
www.nvidia.com
PG-02829-001_v5.0|143
This appendix gives the formula used to compute the value returned by the texture functions of Texture Functions depending on the various attributes of the texture reference (see Texture and Surface Memory). The texture bound to the texture reference is represented as an array T of N texels for a one-dimensional texture, N x M texels for a two-dimensional texture, N x M x L texels for a three-dimensional texture. It is fetched using non-normalized texture coordinates x, y, and z, or the normalized texture coordinates x/N, y/M, and z/L as described in Texture Memory. In this appendix, the coordinates are assumed to be in the valid range. Texture Memory explained how out-of-range coordinates are remapped to the valid range based on the addressing mode.
E.1Nearest-Point Sampling
In this filtering mode, the value returned by the texture fetch is tex(x)=T[i] for a one-dimensional texture, tex(x,y)=T[i,j] for a two-dimensional texture, tex(x,y,z)=T[i,j,k] for a three-dimensional texture, where i=floor(x), j=floor(y), and k=floor(z). Figure 12 Nearest-Point Sampling of a One-Dimensional Texture of Four Texels illustrates nearest-point sampling for a one-dimensional texture with N=4. For integer textures, the value returned by the texture fetch can be optionally remapped to [0.0, 1.0] (see Texture Memory).
www.nvidia.com
PG-02829-001_v5.0|144
Texture Fetching
E.2Linear Filtering
In this filtering mode, which is only available for floating-point textures, the value returned by the texture fetch is tex(x)=(1)T[i]+T[i+1] for a one-dimensional texture, tex(x,y)=(1)(1)T[i,j]+(1)T[i+1,j]+(1)T[i,j+1]+T[i+1,j+1] for a twodimensional texture, tex(x,y,z) = (1)(1)(1)T[i,j,k]+(1)(1)T[i+1,j,k]+ (1)(1)T[i,j+1,k]+(1)T[i+1,j+1,k]+ (1)(1)T[i,j,k+1]+(1)T[i+1,j,k+1]+ (1)T[i,j+1,k+1]+T[i+1,j+1,k+1] for a three-dimensional texture, where: i=floor(xB), =frac(xB), xB=x-0.5, j=floor(yB), =frac(yB), yB=y-0.5, k=floor(zB), =frac(zB), zB= z-0.5, , , and are stored in 9-bit fixed point format with 8 bits of fractional value (so 1.0 is exactly represented).
www.nvidia.com
PG-02829-001_v5.0|145
Texture Fetching
Figure 13 Linear Filtering of a One-Dimensional Texture of Four Texels in Clamp Addressing Mode illustrates nearest-point sampling for a one-dimensional texture with N=4.
E.3Table Lookup
A table lookup TL(x) where x spans the interval [0,R] can be implemented as TL(x)=tex((N1)/R)x+0.5) in order to ensure that TL(0)=T[0] and TL(R)=T[N1]. Figure 14 One-Dimensional Table Lookup Using Linear Filtering illustrates the use of texture filtering to implement a table lookup with R=4 or R=1 from a one-dimensional texture with N=4.
www.nvidia.com
PG-02829-001_v5.0|146
Texture Fetching
www.nvidia.com
PG-02829-001_v5.0|147
The general specifications and features of a compute device depend on its compute capability (see Compute Capability). Table 9 Feature Support per Compute Capability gives the features and technical specifications associated to each compute capability. Floating-Point Standard reviews the compliance with the IEEE floating-point standard. Section Compute Capability 1.x, Compute Capability 2.x, and Compute Capability 3.x give more details on the architecture of devices of compute capability 1.x, 2.x, and 3.x, respectively.
No
Yes
www.nvidia.com
PG-02829-001_v5.0|148
Compute Capabilities
Feature Support (Unlisted features are supported for all compute capabilities)
Atomic functions operating on 64-bit integer values in shared memory (Atomic Functions) Atomic addition operating on 32-bit floating point values in global and shared memory (atomicAdd()) __ballot() (Warp Vote Functions) __threadfence_system() (Memory Fence Functions) __syncthreads_count(), __syncthreads_and(), __syncthreads_or() (Synchronization Functions) Surface functions (Surface Functions) 3D grid of thread blocks Funnel shift (see reference manual)
No
Yes
No
Yes
1.0
1.1
2
1.2
1.3
2.x
3.0
3
3.5
65535 65535 3
2 -1
31
1024
www.nvidia.com
PG-02829-001_v5.0|149
Compute Capabilities
1.0
1.1
128
1.2
1.3
2.x
63
3.0
3.5
255
16 KB 16 16 KB 64 KB 8 KB
48 KB 32 512 KB
65536
N/A
16384 x 16384
N/A
N/A
16384 x 2046
128
www.nvidia.com
PG-02829-001_v5.0|150
Compute Capabilities
1.0
1.1
1.2
1.3
2.x
3.0
3.5
32768
32768 x 2046
16 512 million
F.2Floating-Point Standard
All compute devices follow the IEEE 754-2008 standard for binary floating-point arithmetic with the following deviations: There is no dynamically configurable rounding mode; however, most of the operations support multiple IEEE rounding modes, exposed via device intrinsics; There is no mechanism for detecting that a floating-point exception has occurred and all operations behave as if the IEEE-754 exceptions are always masked, and deliver the masked response as defined by IEEE-754 if there is an exceptional event; for the same reason, while SNaN encodings are supported, they are not signaling and are handled as quiet; The result of a single-precision floating-point operation involving one or more input NaNs is the quiet NaN of bit pattern 0x7fffffff; Double-precision floating-point absolute value and negation are not compliant with IEEE-754 with respect to NaNs; these are passed through unchanged; For single-precision floating-point numbers on devices of compute capability 1.x: Denormalized numbers are not supported; floating-point arithmetic and comparison instructions convert denormalized operands to zero prior to the floating-point operation; Underflowed results are flushed to zero; Some instructions are not IEEE-compliant: Addition and multiplication are often combined into a single multiply-add instruction (FMAD), which truncates (i.e., without rounding) the intermediate mantissa of the multiplication; Division is implemented via the reciprocal in a non-standard-compliant way;
www.nvidia.com
PG-02829-001_v5.0|151
Compute Capabilities
Square root is implemented via the reciprocal square root in a non-standardcompliant way; For addition and multiplication, only round-to-nearest-even and roundtowards-zero are supported via static rounding modes; directed rounding towards +/- infinity is not supported. To mitigate the impact of these restrictions, IEEE-compliant software (and therefore slower) implementations are provided through the following intrinsics (c.f. Intrinsic Functions): __fmaf_r{n,z,u,d}(float, float, float): single-precision fused multiply-add with IEEE rounding modes, __frcp_r[n,z,u,d](float): single-precision reciprocal with IEEE rounding modes, __fdiv_r[n,z,u,d](float, float): single-precision division with IEEE rounding modes, __fsqrt_r[n,z,u,d](float): single-precision square root with IEEE rounding modes, __fadd_r[u,d](float, float): single-precision addition with IEEE directed rounding, __fmul_r[u,d](float, float): single-precision multiplication with IEEE directed rounding; For double-precision floating-point numbers on devices of compute capability 1.x: Round-to-nearest-even is the only supported IEEE rounding mode for reciprocal, division, and square root. When compiling for devices without native double-precision floating-point support, i.e., devices of compute capability 1.2 and lower, each double variable is converted to single-precision floating-point format (but retains its size of 64 bits) and doubleprecision floating-point arithmetic gets demoted to single-precision floating-point arithmetic. For devices of compute capability 2.x and higher, code must be compiled with ftz=false, -prec-div=true, and -prec-sqrt=true to ensure IEEE compliance (this is the default setting; see the nvcc user manual for description of these compilation flags); code compiled with -ftz=true, -prec-div=false, and -prec-sqrt=false comes closest to the code generated for devices of compute capability 1.x. Addition and multiplication are often combined into a single multiply-add instruction: FMAD for single precision on devices of compute capability 1.x, FFMA for single precision on devices of compute capability 2.x and higher. As mentioned above, FMAD truncates the mantissa prior to use it in the addition. FFMA, on the other hand, is an IEEE-754(2008) compliant fused multiply-add instruction, so the full-width product is being used in the addition and a single rounding occurs during generation of the final result. While FFMA in general has superior numerical properties compared to FMAD, the switch from FMAD to FFMA can cause slight changes in numeric results and can in rare circumstances lead to slighty larger error in final results.
www.nvidia.com
PG-02829-001_v5.0|152
Compute Capabilities
In accordance to the IEEE-754R standard, if one of the input parameters to fminf(), fmin(), fmaxf(), or fmax() is NaN, but not the other, the result is the non-NaN parameter. The conversion of a floating-point value to an integer value in the case where the floating-point value falls outside the range of the integer format is left undefined by IEEE-754. For compute devices, the behavior is to clamp to the end of the supported range. This is unlike the x86 architecture behavior. The behavior of integer division by zero and integer overflow is left undefined by IEEE-754. For compute devices, there is no mechanism for detecting that such integer operation exceptions have occurred. Integer division by zero yields an unspecified, machine-specific value. http://developer.nvidia.com/content/precision-performance-floating-point-and-ieee-754compliance-nvidia-gpus includes more information on the floating point accuracy and compliance of NVIDIA GPUs.
www.nvidia.com
PG-02829-001_v5.0|153
Compute Capabilities
Each TPC has a read-only texture cache that is shared by all multiprocessors and speeds up reads from the texture memory space, which resides in device memory. Each multiprocessor accesses the texture cache via a texture unit that implements the various addressing modes and data filtering mentioned in Texture and Surface Memory. The local and global memory spaces reside in device memory and are not cached.
F.3.2Global Memory
A global memory request for a warp is split into two memory requests, one for each half-warp, that are issued independently. Devices of Compute Capability 1.0 and 1.1 and Devices of Compute Capability 1.2 and 1.3 describe how the memory accesses of threads within a half-warp are coalesced into one or more memory transactions depending on the compute capability of the device. Figure 15 Examples of Global Memory Accesses shows some examples of global memory accesses and corresponding memory transactions based on compute capability. The resulting memory transactions are serviced at the throughput of device memory. Devices of Compute Capability 1.0 and 1.1 To coalesce, the memory request for a half-warp must satisfy the following conditions: The size of the words accessed by the threads must be 4, 8, or 16 bytes; If this size is: 4, all 16 words must lie in the same 64-byte segment, 8, all 16 words must lie in the same 128-byte segment, 16, the first 8 words must lie in the same 128-byte segment and the last 8 words in the following 128-byte segment; th Threads must access the words in sequence: The k thread in the half-warp must th access the k word. If the half-warp meets these requirements, a 64-byte memory transaction, a 128-byte memory transaction, or two 128-byte memory transactions are issued if the size of the words accessed by the threads is 4, 8, or 16, respectively. Coalescing is achieved even if the warp is divergent, i.e., there are some inactive threads that do not actually access memory. If the half-warp does not meet these requirements, 16 separate 32-byte memory transactions are issued. Devices of Compute Capability 1.2 and 1.3 Threads can access any words in any order, including the same words, and a single memory transaction for each segment addressed by the half-warp is issued. This is in contrast with devices of compute capabilities 1.0 and 1.1 where threads need to access words in sequence and coalescing only happens if the half-warp addresses a single segment.
www.nvidia.com
PG-02829-001_v5.0|154
Compute Capabilities
More precisely, the following protocol is used to determine the memory transactions necessary to service all threads in a half-warp: Find the memory segment that contains the address requested by the active thread with the lowest thread ID. The segment size depends on the size of the words accessed by the threads: 32 bytes for 1-byte words, 64 bytes for 2 byte words, 128 bytes for 4-, 8- and 16-byte words. Find all other active threads whose requested address lies in the same segment. Reduce the transaction size, if possible: If the transaction size is 128 bytes and only the lower or upper half is used, reduce the transaction size to 64 bytes; If the transaction size is 64 bytes (originally or after reduction from 128 bytes) and only the lower or upper half is used, reduce the transaction size to 32 bytes. Carry out the transaction and mark the serviced threads as inactive. Repeat until all threads in the half-warp are serviced.
F.3.3Shared Memory
Shared memory has 16 banks that are organized such that successive 32-bit words map to successive banks. Each bank has a bandwidth of 32 bits per two clock cycles. A shared memory request for a warp is split into two memory requests, one for each half-warp, that are issued independently. As a consequence, there can be no bank conflict between a thread belonging to the first half of a warp and a thread belonging to the second half of the same warp. If a non-atomic instruction executed by a warp writes to the same location in shared memory for more than one of the threads of the warp, only one thread per half-warp performs a write and which thread performs the final write is undefined. 32-Bit Strided Access A common access pattern is for each thread to access a 32-bit word from an array indexed by the thread ID tid and with some stride s:
extern __shared__ float shared[]; float data = shared[BaseIndex + s * tid];
In this case, threads tid and tid+n access the same bank whenever s*n is a multiple of the number of banks (i.e., 16) or, equivalently, whenever n is a multiple of 16/d where d is the greatest common divisor of 16 and s. As a consequence, there will be no bank conflict only if half the warp size (i.e., 16) is less than or equal to 16/d, i.e., only if d is equal to 1, i.e., s is odd. Figure 16 Examples of Strided Shared Memory Accesses for Devices of Compute Capability 3.x (in 32-bit mode) shows some examples of strided access for devices of
www.nvidia.com
PG-02829-001_v5.0|155
Compute Capabilities
compute capability 3.x. The same examples apply for devices of compute capability 1.x, but with 16 banks instead of 32. Also, the access pattern for the example in the middle generates 2-way bank conflicts for devices of compute capability 1.x. 32-Bit Broadcast Access Shared memory features a broadcast mechanism whereby a 32-bit word can be read and broadcast to several threads simultaneously when servicing one memory read request. This reduces the number of bank conflicts when several threads read from an address within the same 32-bit word. More precisely, a memory read request made of several addresses is serviced in several steps over time by servicing one conflict-free subset of these addresses per step until all addresses have been serviced; at each step, the subset is built from the remaining addresses that have yet to be serviced using the following procedure: Select one of the words pointed to by the remaining addresses as the broadcast word; Include in the subset: All addresses that are within the broadcast word, One address for each bank (other than the broadcasting bank) pointed to by the remaining addresses. Which word is selected as the broadcast word and which address is picked up for each bank at each cycle are unspecified. A common conflict-free case is when all threads of a half-warp read from an address within the same 32-bit word. Figure 17 Examples of Irregular Shared Memory Accesses for Devices of Compute Capability 3.x shows some examples of memory read accesses that involve the broadcast mechanism for devices of compute capability 3.x. The same examples apply for devices of compute capability 1.x, but with 16 banks instead of 32. Also, the access pattern for the example at the right generates 2-way bank conflicts for devices of compute capability 1.x. 8-Bit and 16-Bit Access 8-bit and 16-bit accesses typically generate bank conflicts. For example, there are bank conflicts if an array of char is accessed the following way:
extern __shared__ float shared[]; char data = shared[BaseIndex + tid];
because shared[0], shared[1], shared[2], and shared[3], for example, belong to the same bank. There are no bank conflicts however, if the same array is accessed the following way:
char data = shared[BaseIndex + 4 * tid];
www.nvidia.com
PG-02829-001_v5.0|156
Compute Capabilities
Larger Than 32-Bit Access Accesses that are larger than 32-bit per thread are split into 32-bit accesses that typically generate bank conflicts. For example, there are 2-way bank conflicts for arrays of doubles accessed as follows:
extern __shared__ float shared[]; double data = shared[BaseIndex + tid];
as the memory request is compiled into two separate 32-bit requests with a stride of two. One way to avoid bank conflicts in this case is two split the double operands like in the following sample code:
__shared__ int shared_lo[32]; __shared__ int shared_hi[32]; double dataIn; shared_lo[BaseIndex + tid] = __double2loint(dataIn); shared_hi[BaseIndex + tid] = __double2hiint(dataIn); double dataOut = __hiloint2double(shared_hi[BaseIndex + tid], shared_lo[BaseIndex + tid]);
This might not always improve performance however and does perform worse on devices of compute capabilities 2.x and higher. The same applies to structure assignments. The following code, for example:
extern __shared__ float shared[]; struct type data = shared[BaseIndex + tid];
results in: Three separate reads without bank conflicts if type is defined as
struct type { float x, y, z; };
since each member is accessed with an odd stride of three 32-bit words; Two separate reads with bank conflicts if type is defined as
struct type { float x, y; };
since each member is accessed with an even stride of two 32-bit words.
www.nvidia.com
PG-02829-001_v5.0|157
Compute Capabilities
4 special function units for single-precision floating-point transcendental functions, For devices of compute capability 2.1: 48 CUDA cores for arithmetic operations (see Arithmetic Instructions for throughputs of arithmetic operations), 8 special function units for single-precision floating-point transcendental functions, 2 warp schedulers. At every instruction issue time, each scheduler issues: One instruction for devices of compute capability 2.0, Two independent instructions for devices of compute capability 2.1, for some warp that is ready to execute, if any. The first scheduler is in charge of the warps with an odd ID and the second scheduler is in charge of the warps with an even ID. Note that when a scheduler issues a double-precision floating-point instruction, the other scheduler cannot issue any instruction. A warp scheduler can issue an instruction to only half of the CUDA cores. To execute an instruction for all threads of a warp, a warp scheduler must therefore issue the instruction over two clock cycles for an integer or floating-point arithmetic instruction. A multiprocessor also has a read-only constant cache that is shared by all functional units and speeds up reads from the constant memory space, which resides in device memory. There is an L1 cache for each multiprocessor and an L2 cache shared by all multiprocessors, both of which are used to cache accesses to local or global memory, including temporary register spills. The cache behavior (e.g., whether reads are cached in both L1 and L2 or in L2 only) can be partially configured on a per-access basis using modifiers to the load or store instruction. The same on-chip memory is used for both L1 and shared memory: It can be configured as 48 KB of shared memory and 16 KB of L1 cache or as 16 KB of shared memory and 48 KB of L1 cache, using cudaFuncSetCacheConfig()/cuFuncSetCacheConfig():
// Device code __global__ void MyKernel(int* foo, int* bar, int a) { ... } // Host code // Runtime API // cudaFuncCachePreferShared: shared memory is 48 KB // cudaFuncCachePreferL1: shared memory is 16 KB // cudaFuncCachePreferNone: no preference cudaFuncSetCacheConfig(MyKernel, cudaFuncCachePreferShared) // Or via a function pointer: void (*funcPtr)(int*, int*, int); funcPtr = MyKernel; cudaFuncSetCacheConfig(*funcPtr, cudaFuncCachePreferShared);
www.nvidia.com
PG-02829-001_v5.0|158
Compute Capabilities
The default cache configuration is "prefer none," meaning "no preference." If a kernel is configured to have no preference, then it will default to the preference of the current thread/context, which is set using cudaDeviceSetCacheConfig()/cuCtxSetCacheConfig() (see the reference manual for details). If the current thread/context also has no preference (which is again the default setting), then whichever cache configuration was most recently used for any kernel will be the one that is used, unless a different cache configuration is required to launch the kernel (e.g., due to shared memory requirements). The initial configuration is 48 KB of shared memory and 16 KB of L1 cache. Applications may query the L2 cache size by checking the l2CacheSize device property (see Device Enumeration). The maximum L2 cache size is 768 KB. Multiprocessors are grouped into Graphics Processor Clusters (GPCs). A GPC includes four multiprocessors. Each multiprocessor has a read-only texture cache to speed up reads from the texture memory space, which resides in device memory. It accesses the texture cache via a texture unit that implements the various addressing modes and data filtering mentioned in Texture and Surface Memory.
F.4.2Global Memory
Global memory accesses are cached. Using the -dlcm compilation flag, they can be configured at compile time to be cached in both L1 and L2 (-Xptxas -dlcm=ca) (this is the default setting) or in L2 only (-Xptxas -dlcm=cg). A cache line is 128 bytes and maps to a 128 byte aligned segment in device memory. Memory accesses that are cached in both L1 and L2 are serviced with 128-byte memory transactions whereas memory accesses that are cached in L2 only are serviced with 32-byte memory transactions. Caching in L2 only can therefore reduce over-fetch, for example, in the case of scattered memory accesses. If the size of the words accessed by each thread is more than 4 bytes, a memory request by a warp is first split into separate 128-byte memory requests that are issued independently: Two memory requests, one for each half-warp, if the size is 8 bytes, Four memory requests, one for each quarter-warp, if the size is 16 bytes. Each memory request is then broken down into cache line requests that are issued independently. A cache line request is serviced at the throughput of L1 or L2 cache in case of a cache hit, or at the throughput of device memory, otherwise. Note that threads can access any words in any order, including the same words. If a non-atomic instruction executed by a warp writes to the same location in global memory for more than one of the threads of the warp, only one thread performs a write and which thread does it is undefined. Figure 15 Examples of Global Memory Accesses shows some examples of global memory accesses and corresponding memory transactions based on compute capability.
www.nvidia.com
PG-02829-001_v5.0|159
Compute Capabilities
F.4.3Shared Memory
Shared memory has 32 banks that are organized such that successive 32-bit words map to successive banks. Each bank has a bandwidth of 32 bits per two clock cycles. A shared memory request for a warp does not generate a bank conflict between two threads that access any address within the same 32-bit word (even though the two addresses fall in the same bank): In that case, for read accesses, the word is broadcast to the requesting threads (and unlike for devices of compute capability 1.x, multiple words can be broadcast in a single transaction) and for write accesses, each address is written by only one of the threads (which thread performs the write is undefined). This means, in particular, that unlike for devices of compute capability 1.x, there are no bank conflicts if an array of char is accessed as follows, for example:
extern __shared__ float shared[]; char data = shared[BaseIndex + tid];
Also, unlike for devices of compute capability 1.x, there may be bank conflicts between a thread belonging to the first half of a warp and a thread belonging to the second half of the same warp. Figure 17 Examples of Irregular Shared Memory Accesses for Devices of Compute Capability 3.x shows some examples of memory read accesses that involve the broadcast mechanism for devices of compute capability 3.x. The same examples apply for devices of compute capability 2.x. 32-Bit Strided Access A common access pattern is for each thread to access a 32-bit word from an array indexed by the thread ID tid and with some stride s:
extern __shared__ float shared[]; float data = shared[BaseIndex + s * tid];
In this case, threads tid and tid+n access the same bank whenever s*n is a multiple of the number of banks (i.e., 32) or, equivalently, whenever n is a multiple of 32/d where d is the greatest common divisor of 32 and s. As a consequence, there will be no bank conflict only if the warp size (i.e., 32) is less than or equal to 32/d, i.e., only if d is equal to 1, i.e., s is odd. Figure 16 Examples of Strided Shared Memory Accesses for Devices of Compute Capability 3.x (in 32-bit mode) shows some examples of strided access for devices of compute capability 3.x. The same examples apply for devices of compute capability 2.x. However, the access pattern for the example in the middle generates 2-way bank conflicts for devices of compute capability 2.x. Larger Than 32-Bit Access 64-bit and 128-bit accesses are specifically handled to minimize bank conflicts as described below.
www.nvidia.com
PG-02829-001_v5.0|160
Compute Capabilities
Other accesses larger than 32-bit are split into 32-bit, 64-bit, or 128-bit accesses. The following code, for example:
struct type { float x, y, z; }; extern __shared__ float shared[]; struct type data = shared[BaseIndex + tid];
results in three separate 32-bit reads without bank conflicts since each member is accessed with a stride of three 32-bit words. 64-Bit Accesses: For 64-bit accesses, a bank conflict only occurs if two threads in either of the half-warps access different addresses belonging to the same bank. Unlike for devices of compute capability 1.x, there are no bank conflicts for arrays of doubles accessed as follows, for example:
extern __shared__ float shared[]; double data = shared[BaseIndex + tid];
128-Bit Accesses: The majority of 128-bit accesses will cause 2-way bank conflicts, even if no two threads in a quarter-warp access different addresses belonging to the same bank. Therefore, to determine the ways of bank conflicts, one must add 1 to the maximum number of threads in a quarter-warp that access different addresses belonging to the same bank.
F.4.4Constant Memory
In addition to the constant memory space supported by devices of all compute capabilities (where __constant__ variables reside), devices of compute capability 2.x support the LDU (LoaD Uniform) instruction that the compiler uses to load any variable that is: pointing to global memory, read-only in the kernel (programmer can enforce this using the const keyword), not dependent on thread ID.
www.nvidia.com
PG-02829-001_v5.0|161
Compute Capabilities
When a multiprocessor is given warps to execute, it first distributes them among the four schedulers. Then, at every instruction issue time, each scheduler issues two independent instructions for one of its assigned warps that is ready to execute, if any. A multiprocessor has a read-only constant cache that is shared by all functional units and speeds up reads from the constant memory space, which resides in device memory. There is an L1 cache for each multiprocessor and an L2 cache shared by all multiprocessors, both of which are used to cache accesses to local or global memory, including temporary register spills. The cache behavior (e.g., whether reads are cached in both L1 and L2 or in L2 only) can be partially configured on a per-access basis using modifiers to the load or store instruction. The same on-chip memory is used for both L1 and shared memory: It can be configured as 48 KB of shared memory and 16 KB of L1 cache or as 16 KB of shared memory and 48 KB of L1 cache or as 32 KB of shared memory and 32 KB of L1 cache, using cudaFuncSetCacheConfig()/cuFuncSetCacheConfig():
// Device code __global__ void MyKernel() { ... } // Host code // Runtime API // cudaFuncCachePreferShared: shared memory is 48 KB // cudaFuncCachePreferEqual: shared memory is 32 KB // cudaFuncCachePreferL1: shared memory is 16 KB // cudaFuncCachePreferNone: no preference cudaFuncSetCacheConfig(MyKernel, cudaFuncCachePreferShared)
The default cache configuration is "prefer none," meaning "no preference." If a kernel is configured to have no preference, then it will default to the preference of the current thread/context, which is set using cudaDeviceSetCacheConfig()/cuCtxSetCacheConfig() (see the reference manual for details). If the current thread/context also has no preference (which is again the default setting), then whichever cache configuration was most recently used for any kernel will be the one that is used, unless a different cache configuration is required to launch the kernel (e.g., due to shared memory requirements). The initial configuration is 48 KB of shared memory and 16 KB of L1 cache. Applications may query the L2 cache size by checking the l2CacheSize device property (see Device Enumeration). The maximum L2 cache size is 1.5 MB. Multiprocessors are grouped into Graphics Processor Clusters (GPCs). A GPC includes three multiprocessors. Each multiprocessor has a read-only data cache of 48 KB to speed up reads from device memory. It accesses this cache either directly (for devices of compute capability 3.5 only), or via a texture unit that implements the various addressing modes and data filtering mentioned in Texture and Surface Memory. When accessed via the texture unit, the read-only data cache is also referred to as texture cache.
www.nvidia.com
PG-02829-001_v5.0|162
Compute Capabilities
F.5.2Global Memory
Global memory accesses for devices of compute capability 3.x are cached in L2 and for devices of compute capability 3.5, may also be cached in the read-only data cache described in the previous section; they are not cached in L1. Caching in L2 behaves in the same way as for devices of compute capability 2.x (see Global Memory). The compiler determines whether a given global memory read is cached in the readonly data cache or not. A requirement for data to be cached in the read-only cache is that it must be read-only. In order to allow the compiler to detect that this condition is satisfied, pointers used for loading such data should be marked with both the const and __restrict__ qualifiers. Figure 15 Examples of Global Memory Accesses shows some examples of global memory accesses and corresponding memory transactions based on compute capability. Examples of Global Memory Accesses by a Warp, 4-Byte Word per Thread, and Associated Memory Transactions Based on Compute Capability
www.nvidia.com
PG-02829-001_v5.0|163
Compute Capabilities
F.5.3Shared Memory
Shared memory has 32 banks with two addressing modes that are described below.
www.nvidia.com
PG-02829-001_v5.0|164
Compute Capabilities
The addressing mode can be queried using cudaDeviceGetSharedMemConfig() and set using cudaDeviceSetSharedMemConfig() (see reference manual for more details). Each bank has a bandwidth of 64 bits per clock cycle. Figure 16 Examples of Strided Shared Memory Accesses for Devices of Compute Capability 3.x (in 32-bit mode) shows some examples of strided access. Figure 17 Examples of Irregular Shared Memory Accesses for Devices of Compute Capability 3.x shows some examples of memory read accesses that involve the broadcast mechanism. 64-Bit Mode Successive 64-bit words map to successive banks. A shared memory request for a warp does not generate a bank conflict between two threads that access any sub-word within the same 64-bit word (even though the addresses of the two sub-words fall in the same bank): In that case, for read accesses, the 64-bit word is broadcast to the requesting threads and for write accesses, each sub-word is written by only one of the threads (which thread performs the write is undefined). In this mode, the same access pattern generates fewer bank conflicts than on devices of compute capability 2.x for 64-bit accesses and as many or fewer for 32-bit accesses. 32-Bit Mode Successive 32-bit words map to successive banks. A shared memory request for a warp does not generate a bank conflict between two threads that access any sub-word within the same 32-bit word or within two 32-bit words whose indices i and j are in the same 64-word aligned segment (i.e. a segment whose first index is a multiple of 64) and such that j=i+32 (even though the addresses of the two sub-words fall in the same bank): In that case, for read accesses, the 32-bit words are broadcast to the requesting threads and for write accesses, each sub-word is written by only one of the threads (which thread performs the write is undefined). In this mode, the same access pattern generates as many or fewer bank conflicts than on devices of compute capability 2.x.
www.nvidia.com
PG-02829-001_v5.0|165
Compute Capabilities
Left: Linear addressing with a stride of one 32-bit word (no bank conflict). Middle: Linear addressing with a stride of two 32-bit words (no bank conflict).
www.nvidia.com
PG-02829-001_v5.0|166
Compute Capabilities
Right: Linear addressing with a stride of three 32-bit words (no bank conflict).
Figure16Examples of Strided Shared Memory Accesses for Devices of Compute Capability 3.x (in 32-bit mode)
www.nvidia.com
PG-02829-001_v5.0|167
Compute Capabilities
Middle: Conflict-free access since threads 3, 4, 6, 7, and 9 access the same word within bank 5. Right: Conflict-free broadcast access (threads access the same word within a bank).
Figure17Examples of Irregular Shared Memory Accesses for Devices of Compute Capability 3.x
www.nvidia.com
PG-02829-001_v5.0|168
This appendix assumes knowledge of the concepts described in CUDA C Runtime. The driver API is implemented in the nvcuda dynamic library which is copied on the system during the installation of the device driver. All its entry points are prefixed with cu. It is a handle-based, imperative API: Most objects are referenced by opaque handles that may be specified to functions to manipulate the objects. The objects available in the driver API are summarized in Table 11 Objects Available in the CUDA Driver API.
Handle
CUdevice CUcontext CUmodule CUfunction CUdeviceptr CUarray
Description
CUDA-enabled device Roughly equivalent to a CPU process Roughly equivalent to a dynamic library Kernel Pointer to device memory Opaque container for one-dimensional or twodimensional data on the device, readable via texture or surface references Object that describes how to interpret texture memory data Object that describes how to read or write CUDA arrays Object that describes a CUDA event
The driver API must be initialized with cuInit() before any function from the driver API is called. A CUDA context must then be created that is attached to a specific device and made current to the calling host thread as detailed in Context.
www.nvidia.com
PG-02829-001_v5.0|169
Driver API
Within a CUDA context, kernels are explicitly loaded as PTX or binary objects by the host code as described in Module. Kernels written in C must therefore be compiled separately into PTX or binary objects. Kernels are launched using API entry points as described in Kernel Execution. Any application that wants to run on future device architectures must load PTX, not binary code. This is because binary code is architecture-specific and therefore incompatible with future architectures, whereas PTX code is compiled to binary code at load time by the device driver. Here is the host code of the sample from Kernels written using the driver API:
int main() { int N = ...; size_t size = N * sizeof(float); // Allocate input vectors h_A and h_B in host memory float* h_A = (float*)malloc(size); float* h_B = (float*)malloc(size); // Initialize input vectors ... // Initialize cuInit(0); // Get number of devices supporting CUDA int deviceCount = 0; cuDeviceGetCount(&deviceCount); if (deviceCount == 0) { printf("There is no device supporting CUDA.\n"); exit (0); } // Get handle for device 0 CUdevice cuDevice; cuDeviceGet(&cuDevice, 0); // Create context CUcontext cuContext; cuCtxCreate(&cuContext, 0, cuDevice); // Create module from binary file CUmodule cuModule; cuModuleLoad(&cuModule, "VecAdd.ptx"); // Allocate vectors in device memory CUdeviceptr d_A; cuMemAlloc(&d_A, size); CUdeviceptr d_B; cuMemAlloc(&d_B, size); CUdeviceptr d_C; cuMemAlloc(&d_C, size); // Copy vectors from host memory to device memory cuMemcpyHtoD(d_A, h_A, size); cuMemcpyHtoD(d_B, h_B, size); // Get function handle from module CUfunction vecAdd; cuModuleGetFunction(&vecAdd, cuModule, "VecAdd"); // Invoke kernel int threadsPerBlock = 256;
www.nvidia.com
PG-02829-001_v5.0|170
Driver API
int blocksPerGrid = (N + threadsPerBlock 1) / threadsPerBlock; void* args[] = { &d_A, &d_B, &d_C, &N }; cuLaunchKernel(vecAdd, blocksPerGrid, 1, 1, threadsPerBlock, 1, 1, 0, 0, args, 0); } ...
G.1Context
A CUDA context is analogous to a CPU process. All resources and actions performed within the driver API are encapsulated inside a CUDA context, and the system automatically cleans up these resources when the context is destroyed. Besides objects such as modules and texture or surface references, each context has its own distinct address space. As a result, CUdeviceptr values from different contexts reference different memory locations. A host thread may have only one device context current at a time. When a context is created with cuCtxCreate(), it is made current to the calling host thread. CUDA functions that operate in a context (most functions that do not involve device enumeration or context management) will return CUDA_ERROR_INVALID_CONTEXT if a valid context is not current to the thread. Each host thread has a stack of current contexts. cuCtxCreate() pushes the new context onto the top of the stack. cuCtxPopCurrent() may be called to detach the context from the host thread. The context is then "floating" and may be pushed as the current context for any host thread. cuCtxPopCurrent() also restores the previous current context, if any. A usage count is also maintained for each context. cuCtxCreate() creates a context with a usage count of 1. cuCtxAttach() increments the usage count and cuCtxDetach() decrements it. A context is destroyed when the usage count goes to 0 when calling cuCtxDetach() or cuCtxDestroy(). Usage count facilitates interoperability between third party authored code operating in the same context. For example, if three libraries are loaded to use the same context, each library would call cuCtxAttach() to increment the usage count and cuCtxDetach() to decrement the usage count when the library is done using the context. For most libraries, it is expected that the application will have created a context before loading or initializing the library; that way, the application can create the context using its own heuristics, and the library simply operates on the context handed to it. Libraries that wish to create their own contexts unbeknownst to their API clients who may or may not have created contexts of their own would use cuCtxPushCurrent() and cuCtxPopCurrent() as illustrated in Figure 18 Library Context Management.
www.nvidia.com
PG-02829-001_v5.0|171
Driver API
G.2Module
Modules are dynamically loadable packages of device code and data, akin to DLLs in Windows, that are output by nvcc (see Compilation with NVCC). The names for all symbols, including functions, global variables, and texture or surface references, are maintained at module scope so that modules written by independent third parties may interoperate in the same CUDA context. This code sample loads a module and retrieves a handle to some kernel:
CUmodule cuModule; cuModuleLoad(&cuModule, "myModule.ptx"); CUfunction myKernel; cuModuleGetFunction(&myKernel, cuModule, "MyKernel");
This code sample compiles and loads a new module from PTX code and parses compilation errors:
#define ERROR_BUFFER_SIZE 100 CUmodule cuModule; CUjit_option options[3]; void* values[3]; char* PTXCode = "some PTX code"; options[0] = CU_ASM_ERROR_LOG_BUFFER; values[0] = (void*)malloc(ERROR_BUFFER_SIZE); options[1] = CU_ASM_ERROR_LOG_BUFFER_SIZE_BYTES; values[1] = (void*)ERROR_BUFFER_SIZE; options[2] = CU_ASM_TARGET_FROM_CUCONTEXT; values[2] = 0; cuModuleLoadDataEx(&cuModule, PTXCode, 3, options, values); for (int i = 0; i < values[1]; ++i) { // Parse error string here }
G.3Kernel Execution
cuLaunchKernel() launches a kernel with a given execution configuration.
www.nvidia.com
PG-02829-001_v5.0|172
Driver API
Parameters are passed either as an array of pointers (next to last parameter of cuLaunchKernel()) where the nth pointer corresponds to the nth parameter and points to a region of memory from which the parameter is copied, or as one of the extra options (last parameter of cuLaunchKernel()). When parameters are passed as an extra option (the CU_LAUNCH_PARAM_BUFFER_POINTER option), they are passed as a pointer to a single buffer where parameters are assumed to be properly offset with respect to each other by matching the alignment requirement for each parameter type in device code. Alignment requirements in device code for the built-in vector types are listed in Table 3 Alignment Requirements in Device Code. For all other basic types, the alignment requirement in device code matches the alignment requirement in host code and can therefore be obtained using __alignof(). The only exception is when the host compiler aligns double and long long (and long on a 64-bit system) on a one-word boundary instead of a two-word boundary (for example, using gccs compilation flag -mno-align-double) since in device code these types are always aligned on a twoword boundary. CUdeviceptr is an integer, but represents a pointer, so its alignment requirement is __alignof(void*). The following code sample uses a macro (ALIGN_UP()) to adjust the offset of each parameter to meet its alignment requirement and another macro (ADD_TO_PARAM_BUFFER()) to add each parameter to the parameter buffer passed to the CU_LAUNCH_PARAM_BUFFER_POINTER option.
#define ALIGN_UP(offset, alignment) \ (offset) = ((offset) + (alignment) 1) & ~((alignment) 1) char paramBuffer[1024]; size_t paramBufferSize = 0; #define ADD_TO_PARAM_BUFFER(value, alignment) \ do { \ paramBufferSize = ALIGN_UP(paramBufferSize, alignment); \ memcpy(paramBuffer + paramBufferSize, \ &(value), sizeof(value)); \ paramBufferSize += sizeof(value); \ } while (0) int i; ADD_TO_PARAM_BUFFER(i, __alignof(i)); float4 f4; ADD_TO_PARAM_BUFFER(f4, 16); // float4s alignment is 16 char c; ADD_TO_PARAM_BUFFER(c, __alignof(c)); float f; ADD_TO_PARAM_BUFFER(f, __alignof(f)); CUdeviceptr devPtr; ADD_TO_PARAM_BUFFER(devPtr, __alignof(devPtr)); float2 f2; ADD_TO_PARAM_BUFFER(f2, 8); // float2s alignment is 8 void* extra[] = { CU_LAUNCH_PARAM_BUFFER_POINTER, paramBuffer, CU_LAUNCH_PARAM_BUFFER_SIZE, ¶mBufferSize, CU_LAUNCH_PARAM_END }; cuLaunchKernel(cuFunction, blockWidth, blockHeight, blockDepth,
www.nvidia.com
PG-02829-001_v5.0|173
Driver API
The alignment requirement of a structure is equal to the maximum of the alignment requirements of its fields. The alignment requirement of a structure that contains built-in vector types, CUdeviceptr, or non-aligned double and long long, might therefore differ between device code and host code. Such a structure might also be padded differently. The following structure, for example, is not padded at all in host code, but it is padded in device code with 12 bytes after field f since the alignment requirement for field f4 is 16.
typedef struct { float f; float4 f4; } myStruct;
In particular, this means that applications written using the driver API can invoke libraries written using the runtime API (such as CUFFT, CUBLAS, ). All functions from the device and version management sections of the reference manual can be used interchangeably.
www.nvidia.com
PG-02829-001_v5.0|174
Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, "MATERIALS") ARE BEING PROVIDED "AS IS." NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication of otherwise under any patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all other information previously supplied. NVIDIA Corporation products are not authorized as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA and the NVIDIA logo are trademarks or registered trademarks of NVIDIA Corporation in the U.S. and other countries. Other company and product names may be trademarks of the respective companies with which they are associated. Copyright
2007-2012 NVIDIA Corporation. All rights reserved.
www.nvidia.com