1D纹理内存访问速度是否比1D全局内存访问快?

时间:2013-11-08 13:21:00

标签: cuda

我正在测量标准和1Dtexture访问内存之间的差异。为此,我创建了两个内核

__global__ void texture1D(float* doarray,int size)
{
  int index;
  //calculate each thread global index
  index=blockIdx.x*blockDim.x+threadIdx.x;
  //fetch global memory through texture reference
  doarray[index]=tex1Dfetch(texreference,index);
  return;
}
__global__ void standard1D(float* diarray, float* doarray, int size)
{
  int index;
  //calculate each thread global index
  index=blockIdx.x*blockDim.x+threadIdx.x;
  //fetch global memory through texture reference
  doarray[index]= diarray[index];
  return;
}

然后,我调用eache内核来测量所需的时间:

//copy array from host to device memory
  cudaMemcpy(diarray,harray,sizeof(float)*size,cudaMemcpyHostToDevice);

  checkCuda( cudaEventCreate(&startEvent) );
  checkCuda( cudaEventCreate(&stopEvent) );
  checkCuda( cudaEventRecord(startEvent, 0) );

  //bind texture reference with linear memory
  cudaBindTexture(0,texreference,diarray,sizeof(float)*size);

  //execute device kernel
  texture1D<<<(int)ceil((float)size/threadSize),threadSize>>>(doarray,size);

  //unbind texture reference to free resource
  cudaUnbindTexture(texreference);

  checkCuda( cudaEventRecord(stopEvent, 0) );
  checkCuda( cudaEventSynchronize(stopEvent) );

  //copy result array from device to host memory
  cudaMemcpy(horray,doarray,sizeof(float)*size,cudaMemcpyDeviceToHost);

  //check result
  checkResutl(horray, harray, size);

  cudaEvent_t startEvent2, stopEvent2;
  checkCuda( cudaEventCreate(&startEvent2) );
  checkCuda( cudaEventCreate(&stopEvent2) );
  checkCuda( cudaEventRecord(startEvent2, 0) );
  standard1D<<<(int)ceil((float)size/threadSize),threadSize>>>(diarray,doarray,size);
  checkCuda( cudaEventRecord(stopEvent2, 0) );
  checkCuda( cudaEventSynchronize(stopEvent2) );

  //copy back to CPU
  cudaMemcpy(horray,doarray,sizeof(float)*size,cudaMemcpyDeviceToHost);

并打印结果:

  float time,time2;
  checkCuda( cudaEventElapsedTime(&time, startEvent, stopEvent) );
  checkCuda( cudaEventElapsedTime(&time2, startEvent2, stopEvent2) );
  printf("Texture  bandwidth (GB/s): %f\n",bytes * 1e-6 / time);
  printf("Standard bandwidth (GB/s): %f\n",bytes * 1e-6 / time2);

事实证明,无论我分配的数组大小(size),标准带宽总是高得多。 这是它假设的方式,还是我在某个时候搞砸了? 我对纹理内存访问的理解是它可以加速全局内存访问。

1 个答案:

答案 0 :(得分:8)

我已经对全局内存和纹理内存(仅用于缓存而不是用于过滤)进行了比较,以便对1D复值函数进行插值。

我正在比较的内核是使用全局内存的42和使用纹理内存的2。它们根据访问复杂值的方式(1 float22 floats)进行区分,并在下面进行报告。我将发布完整的Visual Studio 2010,以防有人喜欢批评或进行自己的测试。

__global__ void linear_interpolation_kernel_function_GPU(float* __restrict__ result_d, const float* __restrict__ data_d, const float* __restrict__ x_out_d, const int M, const int N)
{
    int j = threadIdx.x + blockDim.x * blockIdx.x;

    if(j<N)
    {
        float reg_x_out = x_out_d[j/2]+M/2;
        int k = __float2int_rz(reg_x_out);
        float a = reg_x_out - __int2float_rz(k);
        float dk = data_d[2*k+(j&1)];
        float dkp1 = data_d[2*k+2+(j&1)];
        result_d[j] = a * dkp1 + (-dk * a + dk);
    } 
}

__global__ void linear_interpolation_kernel_function_GPU_alternative(float2* __restrict__ result_d, const float2* __restrict__ data_d, const float* __restrict__ x_out_d, const int M, const int N)
{
    int j = threadIdx.x + blockDim.x * blockIdx.x;

    if(j<N)
    {
        float reg_x_out = x_out_d[j]+M/2;
        int k = __float2int_rz(reg_x_out);
        float a = reg_x_out - __int2float_rz(k);
        float2 dk = data_d[k];
        float2 dkp1 = data_d[k+1];
        result_d[j].x = a * dkp1.x + (-dk.x * a + dk.x);
        result_d[j].y = a * dkp1.y + (-dk.y * a + dk.y);
    } 
}

__global__ void linear_interpolation_kernel_function_GPU_texture(float2* __restrict__ result_d, const float* __restrict__ x_out_d, const int M, const int N)
{
    int j = threadIdx.x + blockDim.x * blockIdx.x;

    if(j<N)
    {
        float reg_x_out = x_out_d[j]+M/2;
        int k = __float2int_rz(reg_x_out);
        float a = reg_x_out - __int2float_rz(k);
        float2 dk = tex1Dfetch(data_d_texture,k);
        float2 dkp1 = tex1Dfetch(data_d_texture,k+1);
        result_d[j].x = a * dkp1.x + (-dk.x * a + dk.x);
        result_d[j].y = a * dkp1.y + (-dk.y * a + dk.y);
    } 
}

__global__ void linear_interpolation_kernel_function_GPU_texture_alternative(float* __restrict__ result_d, const float* __restrict__ x_out_d, const int M, const int N)
{
    int j = threadIdx.x + blockDim.x * blockIdx.x;

    if(j<N)
    {
        float reg_x_out = x_out_d[j/2]+M/4;
        int k = __float2int_rz(reg_x_out);
        float a = reg_x_out - __int2float_rz(k);
        float dk = tex1Dfetch(data_d_texture2,2*k+(j&1));
        float dkp1 = tex1Dfetch(data_d_texture2,2*k+2+(j&1));
        result_d[j] = a * dkp1 + (-dk * a + dk);
    } 
}

我考虑了4种不同的GPU,即GeForce GT540M(cc 2.1),Tesla C2050(cc 2.0),Kepler K20c(cc 3.5)和GT210(cc 1.2)。结果报告在下图中。可以看出,使用纹理作为具有较旧计算功能的缓存可以改善全局内存的使用,而这两种解决方案在最新架构中非常相同。

当然,这个例子并非详尽无遗,并且在实践中可能存在其他情况,前者或后者应该是特定应用的首选。

P.S。处理时间以[ms]为单位,而不是[s],如图标签所示。

GT210 Tesla C2050 GeForce GT540M Kepler K20c