The proper way to invalidate and flush Vulkan memory - vulkan

When flushing and invalidating non-coherent memory in Vulkan you need to do it to ranges with a starting offset and size both aligned to an alignment called 'nonCoherentAtomSize', which on my physical device is 128 bytes. To do this you would round DOWN the starting offset and round UP the size to this alignment (128 bytes). The issue I can see is that types have a less strict (smaller) alignment, and this rounding up and down can spill the range outside the memory of the allocation. So:
// CREATE A BUFFER WITH SIZE 17
VkMemoryRequirements memRequirements;
vkGetBufferMemoryRequirements(logicalDevice, vk_buffer, &memRequirements);
memRequirements.size; // == 20
memRequirements.alignment; // == 4
// ON MY SETUP
Let's just say I allocate 20 bytes of memory and I this buffer at the beginning, (0), and I want to flush this range, I would flush offset 0 with size 20 (but this needs to rounded up to 128 (nonCoherentAtomSize), which is bigger than the buffer. This isn't right, right? Likewise, is the memory returned from vkAllocateMemory guaranteed to be aligned to at least the nonCoherentAtomSize? If not the memory might begin only at a 16-byte alignment, and if I round down then I'm flushing a range before the memory, right?
Edit: Sorry, it's impossible in the case of rounding down, because the argument to flush and invalidate is an offset, anything rounded down to its alignment cannot be less than 0. But in the case of rounding up it's still a problem I can see.

There is never a reason to map a range of an allocation which is not aligned to nonCoherentAtomSize. If you do this, then you will find that you will be unable to properly flush or invalidate part of that range.
Indeed, there is no reason to ever map only part of an allocation you intend to map. Just map the whole thing, immediately after allocating it. At which point, you can use VK_WHOLE_SIZE to specify a size if the nonCoherentAtomSize aligned size exceeds the allocation range.

Related

Why are large numpy arrays 64-byte aligned but not smaller ones

The following code:
prev=[]
addresses=[]
for i in range(10000):
a = np.ones(x).astype(np.float32)
prev.append(a)
address = a.__array_interface__['data'][0]
assert(address % 64 == 0)
assert((address not in addresses))
addresses.append(address)
Will not raise an assertionError for values of x > 252 suggesting that arrays bigger than 253, (or bigger than 505 when using float16) are aligned differently to smaller arrays. What is the reason for this?
I am on a OSX (Intel(R) Core(TM) i7-6920HQ CPU # 2.90GHz) running numpy 1.12.1
Your test loop isn't accomplishing exactly what you expect. Since only one array exists in memory at a time, it's quite possible - indeed LIKELY - that new ones will be allocated at the same memory address as the one just freed. You'd have to do something like append the arrays to a list (thus making them all exist in memory simultaneously) to actually test 10000 distinct allocations.
However, I can easily believe that you're seeing a real effect, as it's perfectly reasonable for a memory allocator to use different strategies based on the size of the block being allocated. For example, at some point the allocator may stop trying to use memory it already has, and start requesting entire memory pages directly from the operating system. Once that threshold is reached, you'd find that everything is aligned on a much higher power-of-2 boundary than 64 - perhaps 4096. You seem to be hitting some intermediate threshold at 1024 bytes (including overhead), it might be interesting to test for 128/256/512/1024 byte alignment.
Here is my guess: Using aligned memory typically involves allocating a larger block, and then releasing the upfront bytes that are allocated before the alignment boundary.
This is insignificant for large arrays, but for small arrays the fragmentation and overhead introduced likely outweights the benefits.

Finding the correct alignment for host visible memory

ppData points to a pointer in which is returned a host-accessible
pointer to the beginning of the mapped range. This pointer minus
offset must be aligned to at least
VkPhysicalDeviceLimits::minMemoryMapAlignment.
I want to allocate a Vec3 float in a uniform buffer. A Vec3 float is 12bytes big.
VkMemoryRequirements { size: 16, alignment: 16, memory_type_bits: 15 }
Vulkan reports that it has to be aligned to 16 bytes, which means that the size of the allocation is now 16 instead of 12. So Vulkan already handled this for me.
minMemoryMapAlignment on my GPU is 64 bytes. What exactly does this mean for my allocation? Does this mean that I can not use the size from a VkMemoryRequirements for my allocation? And instead of allocating 16bytes here, I would have to allocate 64bytes?
Update:
For a 12 byte allocation with a 16 byte alignment and 64 bytes minMemoryMapAlignment. I would still allocate only 16 bytes and then call:
vkMapMemory(device, memory, 0, 16, 0, &mapped);
But the ptr returned from vkMapMemory is actually not 16 bytes but 64 bytes wide? And all the relevant data is in the first 12 bytes and the rest is just "padded" memory? So in practice this basically means that I don't need to use minMemoryMapAlignment at all?
There is nothing in the spec that restricts the size of the allocation like that. The paragraph you quoted means that the mapping will be aligned to minMemoryMapAlignment and you can then tell the compiler to use aligned memory accesses when accessing it. What will happen is that when the memory is mapped the later 48 bytes are wasted space in the host's memory space. That is unlikely to matter though.
This is why people keep saying to allocate larger blocks and subdivide them as needed. That way you can put 4 of those vkBuffers into a single 64 byte allocation (which you will need if you want to pipeline the rendering).
It's highly unlikely that that single vec3 is the only thing you need memory for, so take a look at your other allocations and see which ones you can combine.

Size in MemoryRequirements not what I'm expecting

I'm creating a texture, querying the memory requirements, and it's not what I was expecting. Here's the ImageCreateInfo structure:
ImageCreateInfo()
.X2D(1024, 1024)
.Format(Format::R8G8B8_UNORM)
.InitialLayout(ImageLayout::PREINITIALIZED)
.Tiling(ImageTiling::LINEAR)
.Usage(ImageUsageFlagBits::TRANSFER_SRC);
Now, I was expecting one byte for each of R,G,B, at width and height of 1024 to give memory requirements of 3 * 1024 * 1024 = 3,145,728. But instead, it returns 1,048,576, which is perfectly 1024 * 1024. It seems to not care about the one byte for each channel of RGB. What am I missing here?
You're right in that this should return 3,145,728 bytes, but is the R8G8B8_UNORM format actually available on your implementation? If not, you won't get a correct allocation size because you actually are not going to be able to use that image anyway.
If you enable validation layers this should throw an error from the image validation layers btw.
At least on the GPU I'm right now it's not supported for any of the tiling modes or as a buffer format. But e.g. R8G8B8A8 or R8G8 are available and return the correct allocation size.
If R8G8B8 is actually available on your GPU could you post your complete VkImageCreateInfo structure, including number of mips and layers?
So a good idea would be to check if the image format you request (and want to allocate for) is actually supported for your use case (linear, optimal, buffer).

How to optimize OpenCL code for neighbors accessing?

Edit: Proposed solutions results are added at the end of the question.
I'm starting to program with OpenCL, and I have created a naive implementation of my problem.
The theory is: I have a 3D grid of elements, where each elements has a bunch of information (around 200 bytes). Every step, every element access its neighbors information and accumulates this information to prepare to update itself. After that there is a step where each element updates itself with the information gathered before. This process is executed iteratively.
My OpenCL implementation is: I create an OpenCL buffer of 1 dimension, fill it with structs representing the elements, which have an "int neighbors 6 " where I store the index of the neighbors in the Buffer. I launch a kernel that consults the neighbors and accumulate their information into element variables not consulted in this step, and then I launch another kernel that uses this variables to update the elements. These kernels use __global variables only.
Sample code:
typedef struct{
float4 var1;
float4 var2;
float4 nextStepVar1;
int neighbors[8];
int var3;
int nextStepVar2;
bool var4;
} Element;
__kernel void step1(__global Element *elements, int nelements){
int id = get_global_id(0);
if (id >= nelements){
return;
}
Element elem = elements[id];
for (int i=0; i < 6; ++i){
if (elem.neighbors[i] != -1){
//Gather information of the neighbor and accumulate it in elem.nextStepVars
}
}
elements[id] = elem;
}
__kernel void step2(__global Element *elements, int nelements){
int id = get_global_id(0);
if (id >= nelements){
return;
}
Element elem = elements[id];
//update elem variables by using elem.nextStepVariables
//restart elem.nextStepVariables
}
Right now, my OpenCL implementation takes basically the same time than my C++ implementation.
So, the question is: How would you (the experts :P) address this problem?
I have read about 3D images, to store the information and change the neighborhood accessing pattern by changing the NDRange to a 3D one. Also, I have read about __local memory, to first load all the neighborhood in a workgroup, synchronize with a barrier and then use them, so that accesses to memory are reduced.
Could you give me some tips to optimize a process like the one I described, and if possible, give me some snippets?
Edit: Third and fifth optimizations proposed by Huseyin Tugrul were already in the code. As mentioned here, to make structs behave properly, they need to satisfy some restrictions, so it is worth understanding that to avoid headaches.
Edit 1: Applying the seventh optimization proposed by Huseyin Tugrul performance increased from 7 fps to 60 fps. In a more general experimentation, the performance gain was about x8.
Edit 2: Applying the first optimization proposed by Huseyin Tugrul performance increased about x1.2 . I think that the real gain is higher, but hides because of another bottleneck not yet solved.
Edit 3: Applying the 8th and 9th optimizations proposed by Huseyin Tugrul didn't change performance, because of the lack of significant code taking advantage of these optimizations, worth trying in other kernels though.
Edit 4: Passing invariant arguments (such as n_elements or workgroupsize) to the kernels as #DEFINEs instead of kernel args, as mentioned here, increased performance around x1.33. As explained in the document, this is because of the aggressive optimizations that the compiler can do when knowing the variables at compile-time.
Edit 5: Applying the second optimization proposed by Huseyin Tugrul, but using 1 bit per neighbor and using bitwise operations to check if neighbor is present (so, if neighbors & 1 != 0, top neighbor is present, if neighbors & 2 != 0, bot neighbor is present, if neighbors & 4 != 0, right neighbor is present, etc), increased performance by a factor of x1.11. I think this was mostly because of the data transfer reduction, because the data movement was, and keeps being my bottleneck. Soon I will try to get rid of the dummy variables used to add padding to my structs.
Edit 6: By eliminating the structs that I was using, and creating separated buffers for each property, I eliminated the padding variables, saving space, and was able to optimize the global memory access and local memory allocation. Performance increased by a factor of x1.25, which is very good. Worth doing this, despite the programmatic complexity and unreadability.
According to your step1 and step2, you are not making your gpu core work hard. What is your kernel's complexity? What is your gpu usage? Did you check with monitoring programs like afterburner? Mid-range desktop gaming cards can get 10k threads each doing 10k iterations.
Since you are working with only neighbours, data size/calculation size is too big and your kernels may be bottlenecked by vram bandiwdth. Your main system ram could be as fast as your pci-e bandwidth and this could be the issue.
1) Use of Dedicated Cache could be getting you thread's actual grid cell into private registers that is fastest. Then neighbours into __local array so the comparisons/calc only done in chip.
Load current cell into __private
Load neighbours into __local
start looping for local array
get next neighbour into __private from __local
compute
end loop
(if it has many neighbours, lines after "Load neighbours into __local" can be in another loop that gets from main memory by patches)
What is your gpu? Nice it is GTX660. You should have 64kB controllable cache per compute unit. CPUs have only registers of 1kB and not addressable for array operations.
2) Shorter Indexing could be using a single byte as index of neighbour stored instead of int. Saving precious L1 cache space from "id" fetches is important so that other threads can hit L1 cache more!
Example:
0=neighbour from left
1=neighbour from right
2=neighbour from up
3=neighbour from down
4=neighbour from front
5=neighbour from back
6=neighbour from upper left
...
...
so you can just derive neighbour index from a single byte instead of 4-byte int which decreases main memory accessing for at least neighbour accessing. Your kernel will derive neighbour index from upper table using its compute power, not memory power because you would make this from core registers(__privates). If your total grid size is constant, this is very easy such as just adding 1 actual cell id, adding 256 to id or adding 256*256 to id or so.
3) Optimum Object Size could be making your struct/cell-object size a multiple of 4 bytes. If your total object size is around 200-bytes, you can pad it or augment it with some empty bytes to make exactly 200 bytes, 220Bytes or 256 bytes.
4) Branchless Code (Edit: depends!) using less if-statements. Using if-statement makes computation much slower. Rather than checking for -1 as end of neightbour index , you can use another way . Becuase lightweight core are not as capable of heavyweight. You can use surface-buffer-cells to wrap the surface so computed-cells will have always have 6-neighbours so you get rid of if (elem.neighbors[i] != -1) . Worth a try especially for GPU.
Just computing all neighbours are faster rather than doing if-statement. Just multiply the result change with zero when it is not a valid neighbour. How can we know that it is not a valid neighbour? By using a byte array of 6-elements per cell(parallel to neighbour id array)(invalid=0, valid=1 -->multiply the result with this)
The if-statement is inside a loop which counting for six times. Loop unrolling gives similar speed-up if the workload in the loop is relatively easy.
But, if all threads within same warp goes into same if-or-else branch, they don't lose performance. So this depends wheter your code diverges or not.
5) Data Elements Reordering you can move the int[8] element to uppermost side of struct so memory accessing may become more yielding so smaller sized elements to lower side can be read in a single read-operation.
6) Size of Workgroup trying different local workgroup size can give 2-3x performance. Starting from 16 until 512 gives different results. For example, AMD GPUs like integer multiple of 64 while NVIDIA GPUs like integer multiple of 32. INTEL does fine at 8 to anything since it can meld multiple compute units together to work on same workgroup.
7) Separation of Variables(only if you cant get rid of if-statements) Separation of comparison elements from struct. This way you dont need to load a whole struct from main memory just to compare an int or a boolean. When comparison needs, then loads the struct from main memory(if you have local mem optimization already, then you should put this operation before it so loading into local mem is only done for selected neighbours)
This optimisation makes best case(no neighbour or only one eighbour) considerably faster. Does not affect worst case(maximum neighbours case).
8a) Magic Using shifting instead of dividing by power of 2. Doing similar for modulo. Putting "f" at the end of floating literals(1.0f instead of 1.0) to avoid automatic conversion from double to float.
8b) Magic-2 -cl-mad-enable Compiler option can increase multiply+add operation speed.
9) Latency Hiding Execution configuration optimization. You need to hide memory access latency and take care of occupancy.
Get maximum cycles of latency for instructions and global memory access.
Then divide memory latency by instruction latency.
Now you have the ratio of: arithmetic instruction number per memory access to hide latency.
If you have to use N instructions to hide mem latency and you have only M instructions in your code, then you will need N/M warps(wavefronts?) to hide latency because a thread in gpu can do arithmetics while other thread getting things from mem.
10) Mixed Type Computing After memory access is optimized, swap or move some instructions where applicable to get better occupancy, use half-type to help floating point operations where precision is not important.
11) Latency Hiding again Try your kernel code with only arithmetics(comment out all mem accesses and initiate them with 0 or sometihng you like) then try your kernel code with only memory access instructions(comment out calculations/ ifs)
Compare kernel times with original kernel time. Which is affeecting the originatl time more? Concentrate on that..
12) Lane & Bank Conflicts Correct any LDS-lane conflicts and global memory bank conflicts because same address accessings can be done in a serialed way slowing process(newer cards have broadcast ability to reduce this)
13) Using registers Try to replace any independent locals with privates since your GPU can give nearly 10TB/s throughput using registers.
14) Not Using Registers Dont use too many registers or they will spill to global memory and slow the process.
15) Minimalistic Approach for Occupation Look at local/private usage to get an idea of occupation. If you use much more local and privates then less threads can be utilized in same compute unit and leading lesser occupation. Less resource usage leads higher chance of occupation(if you have enough total threads)
16) Gather Scatter When neighbours are different particles(like an nbody NNS) from random addresses of memory, its maybe hard to apply but, gather read optimization can give 2x-3x speed on top of before optimizations (needs local memory optimization to work) so it reads in an order from memory instead of randomly and reorders as needed in the local memory to share between (scatter) to threads.
17) Divide and Conquer Just in case when buffer is too big and copied between host and device so makes gpu wait idle, then divide it in two, send them separately, start computing as soon as one arrives, send results back concurrently in the end. Even a process-level parallelism could push a gpu to its limits this way. Also L2 cache of GPU may not be enough for whole of data. Cache-tiled computing but implicitly done instead of direct usage of local memory.
18) Bandwidth from memory qualifiers. When kernel needs some extra 'read' bandwidth, you can use '__constant'(instead of __global) keyword on some parameters which are less in size and only for reading. If those parameters are too large then you can still have good streaming from '__read_only' qualifier(after the '__global' qualifier). Similary '__write_only' increases throughput but these give mostly hardware-specific performance. If it is Amd's HD5000 series, constant is good. Maybe GTX660 is faster with its cache so __read_only may become more usable(or Nvidia using cache for __constant?).
Have three parts of same buffer with one as __global __read_only, one as __constant and one as just __global (if building them doesn't penalty more than reads' benefits).
Just tested my card using AMD APP SDK examples, LDS bandwidth shows 2TB/s while constant is 5TB/s(same indexing instead of linear/random) and main memory is 120 GB/s.
Also don't forget to add restrict to kernel parameters where possible. This lets compiler do more optimizations on them(if you are not aliasing them).
19) Modern hardware transcendental functions are faster than old bit hack (like Quake-3 fast inverse square root) versions
20) Now there is Opencl 2.0 which enables spawning kernels inside kernels so you can further increase resolution in a 2d grid point and offload it to workgroup when needed (something like increasing vorticity detail on edges of a fluid dynamically)
A profiler can help for all those, but any FPS indicator can do if only single optimization is done per step.
Even if benchmarking is not for architecture-dependent code paths, you could try having a multiple of 192 number of dots per row in your compute space since your gpu has multiple of that number of cores and benchmark that if it makes gpu more occupied and have more gigafloatingpoint operations per second.
There must be still some room for optimization after all these options, but idk if it damages your card or feasible for production time of your projects. For example:
21) Lookup tables When there is 10% more memory bandwidth headroom but no compute power headroom, offload 10% of those workitems to a LUT version such that it gets precomputed values from a table. I didn't try but something like this should work:
8 compute groups
2 LUT groups
8 compute groups
2 LUT groups
so they are evenly distributed into "threads in-flight" and get advantage of latency hiding stuff. I'm not sure if this is a preferable way of doing science.
21) Z-order pattern For traveling neighbors increases cache hit rate. Cache hit rate saves some global memory bandwidth for other jobs so that overall performance increases. But this depends on size of cache, data layout and some other things I don't remember.
22) Asynchronous Neighbor Traversal
iteration-1: Load neighbor 2 + compute neighbor 1 + store neighbor 0
iteration-2: Load neighbor 3 + compute neighbor 2 + store neighbor 1
iteration-3: Load neighbor 4 + compute neighbor 3 + store neighbor 2
so each body of loop doesn't have any chain of dependency and fully pipelined on GPU processing elements and OpenCL has special instructions for asynchronously loading/storing global variables using all cores of a workgroup. Check this:
https://www.khronos.org/registry/OpenCL/sdk/1.0/docs/man/xhtml/async_work_group_copy.html
Maybe you can even divide computing part into two and have one part use transcandental functions and other part use add/multiply so that add/multiply operations don't wait for a slow sqrt. If there are at least several neighbors to traveerse, this should hide some latency behind other iterations.

What does alignment to 16-byte boundary mean in x86

Intel's official optimization guide has a chapter on converting from MMX commands to SSE where they state the fallowing statment:
Computation instructions which use a memory operand that may not be aligned to a 16-byte boundary must be replaced with an unaligned 128-bit load (MOVDQU) followed by the same computation operation that uses instead register operands.
(chapter 5.8 Converting from 64-bit to 128-bit SIMD Integers, pg. 5-43)
I can't understand what they mean by "may not be aligned to a 16-byte boundary", could you please clarify it and give some examples?
Certain SIMD instructions, which perform the same instruction on multiple data, require that the memory address of this data is aligned to a certain byte boundary. This effectively means that the address of the memory your data resides in needs to be divisible by the number of bytes required by the instruction.
So in your case the alignment is 16 bytes (128 bits), which means the memory address of your data needs to be a multiple of 16. E.g. 0x00010 would be 16 byte aligned, while 0x00011 would not be.
How to get your data to be aligned depends on the programming language (and sometimes compiler) you are using. Most languages that have the notion of a memory address will also provide you with means to specify the alignment.
I'm guessing here, but could it be that "may not be aligned to a 16-byte boundary" means that this memory location has been aligned to a smaller value (4 or 8 bytes) before for some other purposes and now to execute SSE instructions on this memory you need to load it into a register explicitly?
Data that's aligned on a 16 byte boundary will have a memory address that's an even number — strictly speaking, a multiple of two. Each byte is 8 bits, so to align on a 16 byte boundary, you need to align to each set of two bytes.
Similarly, memory aligned on a 32 bit (4 byte) boundary would have a memory address that's a multiple of four, because you group four bytes together to form a 32 bit word.