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97 lines
4.6 KiB
97 lines
4.6 KiB
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions |
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* are met: |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* * Neither the name of NVIDIA CORPORATION nor the names of its |
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* contributors may be used to endorse or promote products derived |
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* from this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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#include <cooperative_groups.h> |
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namespace cg = cooperative_groups; |
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/////////////////////////////////////////////////////////////////////////////// |
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// On G80-class hardware 24-bit multiplication takes 4 clocks per warp |
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// (the same as for floating point multiplication and addition), |
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// whereas full 32-bit multiplication takes 16 clocks per warp. |
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// So if integer multiplication operands are guaranteed to fit into 24 bits |
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// (always lie within [-8M, 8M - 1] range in signed case), |
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// explicit 24-bit multiplication is preferred for performance. |
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/////////////////////////////////////////////////////////////////////////////// |
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#define IMUL(a, b) __mul24(a, b) |
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/////////////////////////////////////////////////////////////////////////////// |
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// Calculate scalar products of VectorN vectors of ElementN elements on GPU |
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// Parameters restrictions: |
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// 1) ElementN is strongly preferred to be a multiple of warp size to |
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// meet alignment constraints of memory coalescing. |
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// 2) ACCUM_N must be a power of two. |
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/////////////////////////////////////////////////////////////////////////////// |
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#define ACCUM_N 1024 |
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__global__ void scalarProdGPU(float *d_C, float *d_A, float *d_B, int vectorN, int elementN) |
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{ |
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// Handle to thread block group |
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cg::thread_block cta = cg::this_thread_block(); |
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// Accumulators cache |
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__shared__ float accumResult[ACCUM_N]; |
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//////////////////////////////////////////////////////////////////////////// |
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// Cycle through every pair of vectors, |
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// taking into account that vector counts can be different |
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// from total number of thread blocks |
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//////////////////////////////////////////////////////////////////////////// |
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for (int vec = blockIdx.x; vec < vectorN; vec += gridDim.x) { |
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int vectorBase = IMUL(elementN, vec); |
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int vectorEnd = vectorBase + elementN; |
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//////////////////////////////////////////////////////////////////////// |
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// Each accumulator cycles through vectors with |
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// stride equal to number of total number of accumulators ACCUM_N |
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// At this stage ACCUM_N is only preferred be a multiple of warp size |
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// to meet memory coalescing alignment constraints. |
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//////////////////////////////////////////////////////////////////////// |
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for (int iAccum = threadIdx.x; iAccum < ACCUM_N; iAccum += blockDim.x) { |
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float sum = 0; |
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for (int pos = vectorBase + iAccum; pos < vectorEnd; pos += ACCUM_N) |
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sum += d_A[pos] * d_B[pos]; |
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accumResult[iAccum] = sum; |
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} |
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//////////////////////////////////////////////////////////////////////// |
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// Perform tree-like reduction of accumulators' results. |
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// ACCUM_N has to be power of two at this stage |
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//////////////////////////////////////////////////////////////////////// |
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for (int stride = ACCUM_N / 2; stride > 0; stride >>= 1) { |
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cg::sync(cta); |
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for (int iAccum = threadIdx.x; iAccum < stride; iAccum += blockDim.x) |
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accumResult[iAccum] += accumResult[stride + iAccum]; |
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} |
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cg::sync(cta); |
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if (threadIdx.x == 0) |
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d_C[vec] = accumResult[0]; |
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} |
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}
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