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A Brief Test on the Code Efficiency of CUDA and Thrust

By , 27 Jun 2010
 

Introduction

I am working on numerical simulations which are always pretty time consuming jobs. Most of these jobs take lots of hours to complete, even though multi-core CPUs are commonly used. Before I can afford a cluster, how to dramatically improve the calculation efficiency on my desktop computers to save computational effort became a critical problem I am facing and dreaming to achieve.

NVIDIA CUDA seems more and more popular and potential to solve the present problem with the power released from GPU. CUDA framework provides a modified C language and with its help, my C programming experiences can be re-used to implement numerical algorithms by utilising a GPU. Whilst thrust is a C++ template library for CUDA, thrust is aimed at improving developers' development productivity; however, the code execution efficiency is also of high priority for a numerical job. Someone stated that code execution efficiency could be lost to some extent due to the extra cost from using the library thrust. To judge this precisely, I did a series of basic tests in order to explore the truth. Basically, that is the purpose of this article.

My test computer is an Intel Q6600 quad core CPU plus 3G DDR2 800M memory. Although I don't have good hard drives, marked only 5.1 in Windows 7 32 bit, I think in this test of the calculation of the summation of squares, the access to hard drives might not be significant. The graphic card used is a GeForce 9800 GTX+ with 512M GDDR3 memory. The card is shown as:

[This article can also be referred from my blog (Free your CFD), "A short test on the code efficiency of CUDA and thrust".]

Algorithm in Raw CUDA

The test case I used is solving the summation of squares of an array of integers (random numbers ranged from 0 to 9), and, as I mentioned, a GeForce 9800 GTX+ graphic card running within Windows 7 32-bit system was employed for the testing. If in plain C language, the summation could be implemented by the following loop code, which is then executed on a CPU core:

int final_sum = 0;
for (int i = 0; i < DATA_SIZE; i++) {
	final_sum += data[i] * data[i];
}

Obviously, it is a serial computation. The code is executed in a serial stream of instructions. In order to utilise the power of CUDA, the algorithm has to be parallelised, and the more parallelisation is realised, the more potential power will be explored. With the help of my basic understanding on CUDA, I split the data into different groups and then used the equivalent number of threads on the GPU to calculate the summation of the squares of each group. Ultimately results from all the groups are added together to obtain the final result.

The algorithm designed is briefly shown in the figure:

The consecutive steps are:

  1. Copy data from the CPU memory to the GPU memory.
    cudaMemcpy(gpudata, data, sizeof(int) * DATA_SIZE, cudaMemcpyHostToDevice);
  2. Totally BLOCK_NUM blocks are used, and in each block THREAD_NUM threads are produced to perform the calculation. In practice, I used THREAD_NUM = 512, which is the greatest allowed thread number in a block of CUDA. Thereby, the raw data are separated into DATA_SIZE / (BLOCK_NUM * THREAD_NUM) groups.
  3. The access to the data buffer is designed as consecutive, otherwise the efficiency will be reduced.
  4. Each thread does its corresponding calculation.
    shared[tid] = 0;
    for (int i = bid * THREAD_NUM + tid; i < DATA_SIZE; i += BLOCK_NUM * THREAD_NUM) {
    	shared[tid] += num[i] * num[i];
    }
  5. By using shared memory in the blocks, sub summation can be done in each block. Also, the sub summation is parallelised to achieve as high execution speed as possible. Please refer to the source code regarding the details of this part.
  6. The BLOCK_NUM sub summation results for all the blocks are copied back to the CPU side, and they are then added together to obtain the final value.
    cudaMemcpy(&sum, result, sizeof(int) * BLOCK_NUM, cudaMemcpyDeviceToHost);
    
    int final_sum = 0;
    for (int i = 0; i < BLOCK_NUM; i++) {
    	final_sum += sum[i];
    }

Regarding the procedure, function QueryPerformanceCounter records the code execution duration, which is then used for comparison between the different implementations. Before each call of QueryPerformanceCounter, CUDA function cudaThreadSynchronize() is called to make sure that all computations on the GPU are really finished. (Please refer to the CUDA Best Practices Guide §2.1.)

More details on the raw CUDA code can be referred directly from the source code attached. Comments are also welcome.

Algorithm in Thrust

The application of the library thrust could make the CUDA code as simple as a plain C++ one. The usage of the library is also compatible with the usage of STL (Standard Template Library) of C++. For instance, the code for the calculation on GPU utilising thrust support is scratched like this:

thrust::host_vector<int> data(DATA_SIZE);
srand(time(NULL));
thrust::generate(data.begin(), data.end(), random());

cudaThreadSynchronize();
QueryPerformanceCounter(&elapsed_time_start);

thrust::device_vector<int> gpudata = data;

int final_sum = thrust::transform_reduce(gpudata.begin(), gpudata.end(),
    square<int>(), 0, thrust::plus<int>());

cudaThreadSynchronize();
QueryPerformanceCounter(&elapsed_time_end);
elapsed_time = (double)(elapsed_time_end.QuadPart - elapsed_time_start.QuadPart)
    / frequency.QuadPart;

printf("sum (on GPU): %d; time: %lf\n", final_sum, elapsed_time);

thrust::generate is used to generate the random data, for which the functor random is defined in advance. random was customised to generate a random integer ranged from 0 to 9.

// define functor for
// random number ranged in [0, 9]
class random
{
public:
    int operator() ()
    {
        return rand() % 10;
    }
};

In comparison with the random number generation without thrust, the code could however not be as elegant.

// generate random number ranged in [0, 9]
void GenerateNumbers(int * number, int size)
{
	srand(time(NULL));
	for (int i = 0; i < size; i++) {
		number[i] = rand() % 10;
	}
}

Similarly square is a transformation functor taking one argument. Please refer to the source code for its definition. square was defined for __host__ __device__ and thus it can be used for both the CPU and the GPU sides.

// define transformation f(x) -> x^2
template <typename T>
struct square
{
	__host__ __device__
		T operator() (T x)
	{
		return x * x;
	}
};

That is all for the thrust based code. Is it concise enough? :) Here function QueryPerformanceCounter also records the code duration. On the other hand, the host_vector data is operated on CPU to compare. Using the code below, the summation is performed by the CPU end:

QueryPerformanceCounter(&elapsed_time_start);

final_sum = thrust::transform_reduce(data.begin(), data.end(),
	square<int>(), 0, thrust::plus<int>());

QueryPerformanceCounter(&elapsed_time_end);
elapsed_time = (double)(elapsed_time_end.QuadPart - elapsed_time_start.QuadPart)
	/ frequency.QuadPart;

printf("sum (on CPU): %d; time: %lf\n", final_sum, elapsed_time);

I also tested the performance if use thrust::host_vector<int> data as a plain array. This is supposed to cost more overhead, I thought, but we might be curious to know how much. The corresponding code is listed as:

final_sum = 0;
for (int i = 0; i < DATA_SIZE; i++)
{
    final_sum += data[i] * data[i];
}

printf("sum (on CPU): %d; time: %lf\n", final_sum, elapsed_time);

The execution time was recorded to compare as well.

Test Results on GPU & CPU

The previous experiences show that GPU surpasses CPU when massive parallel computation is realised. When DATA_SIZE increases, the potential of GPU calculation will be gradually released. This is predictable. Moreover, do we lose efficiency when we apply thrust? I guess so, since there is extra cost brought, but do we lose much? We have to judge from the comparison results.

When DATA_SIZE increases from 1 M to 32 M (1 M equals to 1 * 1024 * 1024), the results obtained are illustrated as the table:

The descriptions of the items are:

  • GPU Time: Execution time of the raw CUDA code
  • CPU Time: Execution time of the plain loop code running on the CPU
  • GPU thrust: Execution time of the CUDA code with thrust
  • CPU thrust: Execution time of the CPU code with thrust
  • CPU '': Execution time of the plain loop code based on thrust::host_vector

The corresponding trends can be summarised as:

or compare them by the column figure:

The speedup of GPU to CPU is obvious when DATA_SIZE is more than 4 M. Actually with greater data size, much better performance speedup can be obtained. Interestingly, in this region, the cost of using thrust is quite small, which can even be neglected. However, on the other hand, don't use thrust on the CPU side, neither thrust::transform_reduce method nor a plain loop on a thrust::host_vector; according to the figures, the cost brought is huge. Use a plain array and a loop instead.

From the comparison figure, we found that the application of thrust not only simplifies the code of CUDA computation, but also compensates the loss of efficiency when DATA_SIZE is relatively small. Therefore, it is strongly recommended.

Conclusion

Based on the tests performed, apparently, by employing parallelism, GPU shows greater potential than CPU does, especially for those calculations which contain much more parallel elements. This article also found that the application of thrust does not reduce the code execution efficiency on the GPU side, but brings dramatical negative changes in the efficiency on the CPU side. Consequently, it is better using plain arrays for CPU calculations.

In conclusion, the usage of thrust feels pretty good, because it improves the code efficiency, and with employing thrust, the CUDA code can be so concise and rapidly developed.

Code Instruction

The code file thrustExample.cu, contained in the zip package, includes the algorithms for the raw CUDA as well as thrust on both GPU and CPU. Note that the calculation execution has to be repeated enough times in order to extract average values for a practical benchmark test; for clarity and simplification, I didn't include this feature in the code attached, but it is easy to add.

The code was built and tested in Windows 7 32 bit plus Visual Studio 2008, CUDA 3.0 and the latest thrust 1.2. One also needs a NVIDIA graphic card as well as CUDA toolkit to run the programs. For instructions on installing CUDA, please refer to its official site CUDA Zone.

History

  • 25/05/2010: The first version of the present article was released.
  • 26/05/2010: Source code packages are attached and the article is also updated accordingly.
  • 05/06/2010: The two packages are incorporated together and the code is also improved according to recent readers' comments. The article is also updated accordingly, especially the algorithms implemented are described more detailedly.
  • 27/06/2010: The code was modified with the help of the recent comments. In particular, the necessary call of cudaThreadSynchronize() was added. Meanwhile, the presentation of the test results is also polished further to be clear and elegant.

License

This article, along with any associated source code and files, is licensed under The GNU General Public License (GPLv3)

About the Author

Wayne Wood
Engineer
United States United States
Member

Free your CFD

 
Working on numerical modelling on electromagnetic, thermal and fluid dynamics etc in power and energy field.
 
Programming in C/C++ from Visual C++ 6.0 and in C#/VB.NET since Visual Studio 2003. Experienced in MATLAB, Python and Fortran etc. Meanwhile I am also a Linux fan.
 
Happy to exchange ideas!

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GeneralRe: conclusionmemberWayne Wood9 Jun '10 - 0:21 
Hi,   Your explainations always let me learn more   It is a good topic of instruction parallel vs. data parallel. According to your experiences, what are their respective suitabilities for different algorithms? i.e. theoretically, for what kinds of algorithms it is better to use...
GeneralRe: conclusionmemberEl Corazon10 Jun '10 - 10:27 
Wayne Wood wrote:It is a good topic of instruction parallel vs. data parallel. According to your experiences, what are their respective suitabilities for different algorithms? i.e. theoretically, for what kinds of algorithms it is better to use instruction parallel like multi-core CPUs, and for...
GeneralRe: conclusionmemberWayne Wood12 Jun '10 - 7:24 
El Corazon wrote:I guess it really comes down to understanding your data. Cuda performance is about 100x and more than that of a CPU in a perfectly parallel algorithm. But this happens rarely. There are many ways to solve a problem, the obvious solution is not always the best one, and sometimes...
Generalexcellent articlememberEl Corazon29 May '10 - 11:25 
One comment, and its nitpicking, since CUDA code is so dependent upon the number of cores of CPU and GPU as well as memory speed of both for issuing/receiving commands. I would give your system specs, and include a spreadsheet of your sample times, or at least a data list of more than one in the...
GeneralRe: excellent articlememberWayne Wood29 May '10 - 12:10 
Thanks a lot for your comment.   Basically my computer is Q6600 2.4G, 3G DDR2 800 memory and a card of GeForce 9800 GTX+ with 512M GDDR3 graphic memory. I use two old fashion hard drives, using IDE bus. Windows 7 marked its data transfer rate as only 5.1. This is my home computer and...
GeneralRe: excellent articlememberEl Corazon29 May '10 - 12:56 
one other issue with the code, and it is only in respect to benchmarking practices. I moved the QueryPerformanceCounter up before the calculation of core clocks. Since this is simply a matter of determining how much use you put the GPU in while processing the problem, it really should not be...
GeneralRe: excellent articlememberWayne Wood29 May '10 - 22:35 
Right! I totally agree with you. It is supposed to be a mistake of mine. I will modify the code when I polish the current version.   Thanks a lot Best regards, Wayne   http://code-saturne.blogspot.com/
GeneralRe: excellent articlememberEl Corazon30 May '10 - 10:16 
Wayne Wood wrote:Thanks a lot   Glad to help, plus I am helping myself to a nice start on benchmarking Thrust templates for an upcoming project. Now I just need to throw a nv285 at it and see what happens. _________________________ John Andrew Holmes "It is well to remember that the...
GeneralPlease the same Computation with CUDAmemberKevin Drzycimski26 May '10 - 6:35 
Hello,   When I saw the title I was looking forward for a real comparsion CUDAThrust. It is obvious, that Thrust is faster than a CPU.
GeneralRe: Please the same Computation with CUDAmemberWayne Wood26 May '10 - 11:33 
I did the comparison actually. It is my fault not to describe it clearly.   I have re-structured the article and hope it is clearer. Please see the section "Without thrust support, compare GPU and CPU"   Both code packages are also attached for providing detailed information....
JokeRe: Please the same Computation with CUDAmemberKevin Drzycimski31 May '10 - 3:07 
Thank you very much!   This was exactly the result I hoped for   Now let's start introducing thrust into my meta-template-lib   Thanks again, Kevin
QuestionQuestionmemberBryanWilkins26 May '10 - 3:47 
Why would the presence of the template library effect the speed of the cpu code? This makes no sense at all to me. If im missing something please explain? -Bryan   My latest programming adventure was coding the multimedia features for the Rip Ride Rockit coaster at Universal Studios...
AnswerRe: QuestionmemberWayne Wood26 May '10 - 4:05 
When using thrust the cpu calculation used thrust::host_vector to store data, but in the pure cuda version I didn't include thrust at all, which means the data was stored in a plain array, i.e.   int data[DATA_SIZE];   Does that make sense?   I am sorry I didn't paste the...
GeneralRe: QuestionmemberBryanWilkins27 May '10 - 6:06 
Yes, now it makes sense to me... Duh if i had read the code a little more carefully, I would have figured that out for myself. -Bryan   My latest programming adventure was coding the multimedia features for the Rip Ride Rockit coaster at Universal Studios Florida. I love my job.
QuestionWhat does the same "raw" CUDA code look like?memberAescleal26 May '10 - 1:58 
First off, thanks for writing this. It piqued my curiosity.   From what you've shown I like the interface to thrust - it looks very congruent with the C++ standard library. I'd be interested in seeing what the code you used in the second test looks like just to see what you save. Another...
AnswerRe: What does the same "raw" CUDA code look like?memberWayne Wood26 May '10 - 2:33 
Today I will tidy up the source code to upload here. I think then we can compare both methods further, the thrust based and raw CUDA codes. Thanks for your support   Absolutely you are right. thrust is compatible with STL. It is even easy to integrate both together. See the example...
GeneralRe: What does the same "raw" CUDA code look like?memberAescleal26 May '10 - 4:31 
It looks very cool that it can use bog-standard iterators. That'll give some games programmers I know even less reason to use it.   What I meant by compilation time... When you're using TDD you want a very fast turnaround on compilation so you make a small change, bash build and hopefully...
GeneralRe: What does the same "raw" CUDA code look like?memberWayne Wood26 May '10 - 11:27 
It takes more time to compile a CUDA program than to compile a normal C/C++ code. I didn't see thrust causes the compilation time even longer. Since I have already attached the code for you, can you please test them and then leave your comments here   Cheers, Best regards, Wayne
GeneralRe: What does the same "raw" CUDA code look like?memberEl Corazon29 May '10 - 11:18 
Aescleal wrote:When you're using TDD you want a very fast turnaround on compilation so you make a small change, bash build and hopefully a second or two later your tests and the code they support has built and run. Unfortunately some template happy libraries (some of the header only boost...
GeneralMessage Removedmember_beauw_25 May '10 - 12:35 
Can you provide a link to your code? Or is it all presented within the body of the article. In an article per se (as opposed to a blog or tip) I generally expect to see a source code link.
GeneralRe: Good article, but one comment...memberWayne Wood25 May '10 - 22:53 
Thanks for your comment Actually it is my first post here. I admit that it is too brief, but as a good start I will also find a way to upload the full source code package here to make it as complete as possible. Please wait and come to see again Best regards, Wayne

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