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GPU History CUDA Intro

GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

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Page 1: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

GPU HistoryCUDA Intro

Page 2: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Graphics Pipeline Elements

1. A scene description: vertices, triangles, colors, lighting

2.Transformations that map the scene to a camera viewpoint

3.“Effects”: texturing, shadow mapping, lighting calculations

4.Rasterizing: converting geometry into pixels

5.Pixel processing: depth tests, stencil tests, and other per-pixel operations.

Page 3: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Host

Vertex ControlVertex Cache

VS/T&L

Triangle Setup

Raster

Shader

ROP

FBI

TextureCache Frame

BufferMemory

CPU

GPUHost Interface

A Fixed Function GPU Pipeline

Page 4: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Texture mapping example: painting a world map texture image onto a globe object.

Texture Mapping Example

Page 5: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

3D Applicationor Game

3D API:OpenGL or Direct3D

ProgrammableVertex

Processor

PrimitiveAssembly

Rasterization & Interpolation

3D API Commands

Transformed Vertices

Assembled Polygons, Lines, and

Points

GPU Command &

Data Stream

ProgrammableFragmentProcessor

RasterizedPre-transformed

Fragments

TransformedFragments

RasterOps

Framebuffer

Pixel UpdatesGPU

Front End

Pre-transformed Vertices

Vertex Index Stream

Pixel Location Stream

CPU – GPU Boundary

CPU

GPU

An example of separate vertex processor and fragment processor in a programmable graphics pipeline

Programmable Vertex and Pixel Processors

Page 6: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

What is (Historical) GPGPU ?

• General Purpose computation using GPU and graphics API in applications other than 3D graphics– GPU accelerates critical path of application

• Data parallel algorithms leverage GPU attributes– Large data arrays, streaming throughput– Model is SPMD– Low-latency floating point (FP) computation

• Applications – see http://gpgpu.org– Game effects (FX) physics, image processing– Physical modeling, computational engineering, matrix algebra,

convolution, correlation, sorting

Page 7: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Tesla GPU

• NVIDIA developed a more general purpose GPU• Can programming it like a regular processor• Must explicitly declare the data parallel parts of the

workload– Shader processors fully programming processors with

instruction memory, cache, sequencing logic– Memory load/store instructions with random byte

addressing capability– Parallel programming model primitives; threads, barrier

synchronization, atomic operations

Page 8: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA

• “Compute Unified Device Architecture”• General purpose programming model

– User kicks off batches of threads on the GPU– GPU = dedicated super-threaded, massively data parallel co-processor

• Targeted software stack– Compute oriented drivers, language, and tools

• Driver for loading computation programs into GPU– Standalone Driver - Optimized for computation – Interface designed for compute – graphics-free API– Data sharing with OpenGL buffer objects – Guaranteed maximum download & readback speeds– Explicit GPU memory management

Page 9: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA Devices and Threads

• A compute device– Is a coprocessor to the CPU or host– Has its own DRAM (device memory)– Runs many threads in parallel– Is typically a GPU but can also be another type of parallel processing

device

• Data-parallel portions of an application are expressed as device kernels which run on many threads

• Differences between GPU and CPU threads – GPU threads are extremely lightweight

• Very little creation overhead

– GPU needs 1000s of threads for full efficiency• Multi-core CPU needs only a few

Page 10: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

10

G80 CUDA mode – A Device Example• Processors execute computing threads• New operating mode/HW interface for computing

Load/store

Global Memory

Thread Execution Manager

Input Assembler

Host

Texture Texture Texture Texture Texture Texture Texture TextureTexture

Parallel DataCache

Parallel DataCache

Parallel DataCache

Parallel DataCache

Parallel DataCache

Parallel DataCache

Parallel DataCache

Parallel DataCache

Load/store Load/store Load/store Load/store Load/store

Page 11: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Arrays of Parallel Threads

• A CUDA kernel is executed by an array of threads– All threads run the same code (SPMD)– Each thread has an ID that it uses to compute

memory addresses and make control decisions

76543210

…float x = input[threadID];float y = func(x);output[threadID] = y;…

threadID

Page 12: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

…float x = input[threadID];float y = func(x);output[threadID] = y;…

threadID

Thread Block 0

……float x = input[threadID];float y = func(x);output[threadID] = y;…

Thread Block 1

…float x = input[threadID];float y = func(x);output[threadID] = y;…

Thread Block N - 1

Thread Blocks: Scalable Cooperation

• Divide monolithic thread array into multiple blocks– Threads within a block cooperate via shared memory,

atomic operations and barrier synchronization– Threads in different blocks cannot cooperate– Up to 65535 blocks, 512 threads/block

76543210 76543210 76543210

Page 13: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Host

Kernel 1

Kernel 2

Device

Grid 1

Block(0, 0)

Block(1, 0)

Block(0, 1)

Block(1, 1)

Grid 2

Courtesy: NDVIA

Figure 3.2. An Example of CUDA Thread Organization.

Block (1, 1)

Thread(0,1,0)

Thread(1,1,0)

Thread(2,1,0)

Thread(3,1,0)

Thread(0,0,0)

Thread(1,0,0)

Thread(2,0,0)

Thread(3,0,0)

(0,0,1) (1,0,1) (2,0,1) (3,0,1)

Block IDs and Thread IDs

• We launch a “grid” of “blocks” of “threads”

• Each thread uses IDs to decide what data to work on– Block ID: 1D or 2D– Thread ID: 1D, 2D, or 3D

• Simplifies memoryaddressing when processingmultidimensional data– Image processing– Solving PDEs on volumes– …

Page 14: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA Memory Model Overview

• Global memory– Main means of

communicating R/W Data between host and device

– Contents visible to all threads

– Long latency access

Grid

Global Memory

Block (0, 0)

Shared Memory

Thread (0, 0)

Registers

Thread (1, 0)

Registers

Block (1, 0)

Shared Memory

Thread (0, 0)

Registers

Thread (1, 0)

Registers

Host

Page 15: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

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CUDA Device Memory Allocation

• cudaMalloc()– Allocates object in the

device Global Memory– Requires two parameters

• Address of a pointer to the allocated object

• Size of allocated object

• cudaFree()– Frees object from device

Global Memory• Pointer to freed object

Grid

GlobalMemory

Block (0, 0)

Shared Memory

Thread (0, 0)

Registers

Thread (1, 0)

Registers

Block (1, 0)

Shared Memory

Thread (0, 0)

Registers

Thread (1, 0)

Registers

Host

DON’T use a CPU pointer in a GPU function !

Page 16: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA Device Memory Allocation (cont.)

• Code example: – Allocate a 64 * 64 single precision float array– Attach the allocated storage to Md– “d” is often used to indicate a device data structure

TILE_WIDTH = 64;float* Md;int size = TILE_WIDTH * TILE_WIDTH * sizeof(float);

cudaMalloc((void**)&Md, size);cudaFree(Md);

Page 17: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA Host-Device Data Transfer

• cudaMemcpy()– memory data transfer– Requires four parameters

• Pointer to destination • Pointer to source• Number of bytes copied• Type of transfer

– Host to Host– Host to Device– Device to Host– Device to Device

• Non-blocking/asynchronous transfer

Grid

GlobalMemory

Block (0, 0)

Shared Memory

Thread (0, 0)

Registers

Thread (1, 0)

Registers

Block (1, 0)

Shared Memory

Thread (0, 0)

Registers

Thread (1, 0)

Registers

Host

Page 18: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA Host-Device Data Transfer(cont.)

• Code example: – Transfer a 64 * 64 single precision float array– M is in host memory and Md is in device memory– cudaMemcpyHostToDevice and

cudaMemcpyDeviceToHost are symbolic constants

cudaMemcpy(Md, M, size, cudaMemcpyHostToDevice);

cudaMemcpy(M, Md, size, cudaMemcpyDeviceToHost);

Page 19: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CUDA Function Declarations

hosthost__host__ float HostFunc()

hostdevice__global__ void KernelFunc()

devicedevice__device__ float DeviceFunc()

Only callable from the:

Executed on the:

• __global__ defines a kernel function– Must return void

• __device__ and __host__ can be used together

Page 20: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

__global__ void add(int a, int b, int *c){

*c = a + b;} int main(){

int a,b,c;int *dev_c;

 a=3;b=4;cudaMalloc((void**)&dev_c, sizeof(int));add<<<1,1>>>(a,b,dev_c); // 1 Block and 1 Thread/BlockcudaMemcpy(&c, dev_c, sizeof(int), cudaMemcpyDeviceToHost);printf("%d + %d is %d\n", a, b, c);cudaFree(dev_c);return 0;

}

Code Example

Page 21: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

#define N 10void add(int *a, int *b, int *c){ int tID = 0; while (tID < N) { c[tID] = a[tID] + b[tID]; tID += 1; }} int main(){ int a[N], b[N], c[N]; // Fill Arrays for (int i = 0; i < N; i++) { a[i] = i, b[i] = 1; } add (a, b, c); for (int i = 0; i < N; i++) { printf("%d + %d = %d\n", a[i], b[i], c[i]); } return 0;}

Sequential Code – Adding Arrays

Page 22: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

#include "stdio.h"#define N 10 __global__ void add(int *a, int *b, int *c){ int tID = blockIdx.x; if (tID < N) { c[tID] = a[tID] + b[tID]; }}

CUDA Code – Adding Arrays

int main(){

int a[N], b[N], c[N];int *dev_a, *dev_b, *dev_c;

cudaMalloc((void **) &dev_a, N*sizeof(int));cudaMalloc((void **) &dev_b, N*sizeof(int));cudaMalloc((void **) &dev_c, N*sizeof(int));

// Fill Arraysfor (int i = 0; i < N; i++){

a[i] = i,b[i] = 1;

}

cudaMemcpy(dev_a, a, N*sizeof(int), cudaMemcpyHostToDevice);cudaMemcpy(dev_b, b, N*sizeof(int), cudaMemcpyHostToDevice);

add<<<N,1>>>(dev_a, dev_b, dev_c);

cudaMemcpy(c, dev_c, N*sizeof(int), cudaMemcpyDeviceToHost);

for (int i = 0; i < N; i++){

printf("%d + %d = %d\n", a[i], b[i], c[i]);}return 0;

}

Page 23: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

Julia Fractal

• Evaluates an iterative equation for points in the complex plane– A point is not in the set if iterating

diverges and approaches infinity– A point is in the set if iterating

remains bounded

• Equation– Zn+1=Zn

2 + C

• Where Z is a point in the complex plane, C is a constant

• Our implementation uses the freeimage library

Page 24: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CPU Fractal Implementation

• Structure to store, multiply, and divide complex numbers

#include "FreeImage.h"#include "stdio.h"

#define DIM 1000

struct cuComplex {float r;float i;cuComplex( float a, float b ) : r(a), i(b) {}float magnitude2( void ) { return r * r + i * i; }cuComplex operator*(const cuComplex& a) {

return cuComplex(r*a.r - i*a.i, i*a.r + r*a.i);}cuComplex operator+(const cuComplex& a) {return cuComplex(r+a.r, i+a.i);}

};

Page 25: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CPU Fractal Implementation

• Julia function

int julia(int x, int y){

const float scale = 1.5; float jx = scale * (float)(DIM/2 - x)/(DIM/2); float jy = scale * (float)(DIM/2 - y)/(DIM/2); cuComplex c(-0.8, 0.156); cuComplex a(jx, jy); int i = 0; for (i = 0; i < 200; i++) { a = a*a + c; if (a.magnitude2() > 1000) return 0; } return 1;

}

Page 26: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CPU Fractal Implementation

• What will become our kernel– Array of char is 0 or 1 to indicate pixel or no pixel

void kernel(char *ptr){

for (int y = 0; y<DIM; y++) for (int x=0; x<DIM; x++) { int offset = x + y * DIM; ptr[offset] = julia(x,y); }

}

Page 27: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

CPU Fractal Implementationint main(){

FreeImage_Initialise();FIBITMAP * bitmap = FreeImage_Allocate(DIM, DIM, 32);

char charmap[DIM][DIM]; kernel(&charmap[0][0]);

RGBQUAD color; for (int i = 0; i < DIM; i++){ for (int j = 0; j < DIM; j++){ color.rgbRed = 0; color.rgbGreen = 0; color.rgbBlue = 0; if (charmap[i][j]!=0) color.rgbBlue = 255; FreeImage_SetPixelColor(bitmap, i, j, &color); }

} FreeImage_Save(FIF_BMP, bitmap, "output.bmp"); FreeImage_Unload(bitmap); return 0;}

Page 28: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

GPU Fractal Implementation

• Assign the computation of each point to a processor• Use a 2D block and the blockIdx.x and blockIdx.y

variables to determine which pixel we should be working on

Page 29: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

GPU Fractal

• __device__ makes this accessible from the compute device

__device__ struct cuComplex { float r; float i; __device__ cuComplex( float a, float b ) : r(a), i(b) {} __device__ float magnitude2( void ) { return r * r + i * i; } __device__ cuComplex operator*(const cuComplex& a) { return cuComplex(r*a.r - i*a.i, i*a.r + r*a.i); } __device__ cuComplex operator+(const cuComplex& a) { return cuComplex(r+a.r, i+a.i); }

};

Page 30: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

GPU Fractal

__device__ int julia(int x, int y){

// Same as CPU version}

__global__ void kernel(char *ptr){

int x = blockIdx.x; int y = blockIdx.y; int offset = x + y * DIM; ptr[offset] = julia(x,y);

}

Page 31: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

GPU Fractal

int main(){

FreeImage_Initialise();FIBITMAP * bitmap = FreeImage_Allocate(DIM, DIM, 32);

char charmap[DIM][DIM];char *dev_charmap;cudaMalloc((void**)&dev_charmap, DIM*DIM*sizeof(char));

dim3 grid(DIM,DIM);

kernel<<<grid,1>>>(dev_charmap);cudaMemcpy(charmap, dev_charmap, DIM*DIM*sizeof(char),

cudaMemcpyDeviceToHost);

Page 32: GPU History CUDA Intro. Graphics Pipeline Elements 1. A scene description: vertices, triangles, colors, lighting 2.Transformations that map the scene

GPU Fractal

RGBQUAD color;for (int i = 0; i < DIM; i++){

for (int j = 0; j < DIM; j++){color.rgbRed = 0;color.rgbGreen = 0;color.rgbBlue = 0;if (charmap[i][j]!=0)

color.rgbBlue = 255;FreeImage_SetPixelColor(bitmap, i, j, &color);

}}FreeImage_Save(FIF_BMP, bitmap, "output.bmp");FreeImage_Unload(bitmap);cudaFree(dev_charmap);return 0;

}