5,940 research outputs found

    Scratchpad Sharing in GPUs

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    GPGPU applications exploit on-chip scratchpad memory available in the Graphics Processing Units (GPUs) to improve performance. The amount of thread level parallelism present in the GPU is limited by the number of resident threads, which in turn depends on the availability of scratchpad memory in its streaming multiprocessor (SM). Since the scratchpad memory is allocated at thread block granularity, part of the memory may remain unutilized. In this paper, we propose architectural and compiler optimizations to improve the scratchpad utilization. Our approach, Scratchpad Sharing, addresses scratchpad under-utilization by launching additional thread blocks in each SM. These thread blocks use unutilized scratchpad and also share scratchpad with other resident blocks. To improve the performance of scratchpad sharing, we propose Owner Warp First (OWF) scheduling that schedules warps from the additional thread blocks effectively. The performance of this approach, however, is limited by the availability of the shared part of scratchpad. We propose compiler optimizations to improve the availability of shared scratchpad. We describe a scratchpad allocation scheme that helps in allocating scratchpad variables such that shared scratchpad is accessed for short duration. We introduce a new instruction, relssp, that when executed, releases the shared scratchpad. Finally, we describe an analysis for optimal placement of relssp instructions such that shared scratchpad is released as early as possible. We implemented the hardware changes using the GPGPU-Sim simulator and implemented the compiler optimizations in Ocelot framework. We evaluated the effectiveness of our approach on 19 kernels from 3 benchmarks suites: CUDA-SDK, GPGPU-Sim, and Rodinia. The kernels that underutilize scratchpad memory show an average improvement of 19% and maximum improvement of 92.17% compared to the baseline approach

    Transparently Mixing Undo Logs and Software Reversibility for State Recovery in Optimistic PDES

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    The rollback operation is a fundamental building block to support the correct execution of a speculative Time Warp-based Parallel Discrete Event Simulation. In the literature, several solutions to reduce the execution cost of this operation have been proposed, either based on the creation of a checkpoint of previous simulation state images, or on the execution of negative copies of simulation events which are able to undo the updates on the state. In this paper, we explore the practical design and implementation of a state recoverability technique which allows to restore a previous simulation state either relying on checkpointing or on the reverse execution of the state updates occurred while processing events in forward mode. Differently from other proposals, we address the issue of executing backward updates in a fully-transparent and event granularity-independent way, by relying on static software instrumentation (targeting the x86 architecture and Linux systems) to generate at runtime reverse update code blocks (not to be confused with reverse events, proper of the reverse computing approach). These are able to undo the effects of a forward execution while minimizing the cost of the undo operation. We also present experimental results related to our implementation, which is released as free software and fully integrated into the open source ROOT-Sim (ROme OpTimistic Simulator) package. The experimental data support the viability and effectiveness of our proposal

    A Survey of Techniques for Improving Security of GPUs

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    Graphics processing unit (GPU), although a powerful performance-booster, also has many security vulnerabilities. Due to these, the GPU can act as a safe-haven for stealthy malware and the weakest `link' in the security `chain'. In this paper, we present a survey of techniques for analyzing and improving GPU security. We classify the works on key attributes to highlight their similarities and differences. More than informing users and researchers about GPU security techniques, this survey aims to increase their awareness about GPU security vulnerabilities and potential countermeasures

    GPU acceleration of time-domain fluorescence lifetime imaging

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    Fluorescence lifetime imaging microscopy (FLIM) plays a significant role in biological sciences, chemistry, and medical research. We propose a Graphic Processing Units (GPUs) based FLIM analysis tool suitable for high-speed and flexible time-domain FLIM applications. With a large number of parallel processors, GPUs can significantly speed up lifetime calculations compared to CPU-OpenMP (parallel computing with multiple CPU cores) based analysis. We demonstrate how to implement and optimize FLIM algorithms on GPUs for both iterative and non-iterative FLIM analysis algorithms. The implemented algorithms have been tested on both synthesized and experimental FLIM data. The results show that at the same precision the GPU analysis can be up to 24-fold faster than its CPU-OpenMP counterpart. This means that even for high precision but time-consuming iterative FLIM algorithms, GPUs enable fast or even real-time analysis

    Programming agent-based demographic models with cross-state and message-exchange dependencies: A study with speculative PDES and automatic load-sharing

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    Agent-based modeling and simulation is a versatile and promising methodology to capture complex interactions among entities and their surrounding environment. A great advantage is its ability to model phenomena at a macro scale by exploiting simpler descriptions at a micro level. It has been proven effective in many fields, and it is rapidly becoming a de-facto standard in the study of population dynamics. In this article we study programmability and performance aspects of the last-generation ROOT-Sim speculative PDES environment for multi/many-core shared-memory architectures. ROOT-Sim transparently offers a programming model where interactions can be based on both explicit message passing and in-place state accesses. We introduce programming guidelines for systematic exploitation of these facilities in agent-based simulations, and we study the effects on performance of an innovative load-sharing policy targeting these types of dependencies. An experimental assessment with synthetic and real-world applications is provided, to assess the validity of our proposal

    Spherical harmonic transform with GPUs

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    We describe an algorithm for computing an inverse spherical harmonic transform suitable for graphic processing units (GPU). We use CUDA and base our implementation on a Fortran90 routine included in a publicly available parallel package, S2HAT. We focus our attention on the two major sequential steps involved in the transforms computation, retaining the efficient parallel framework of the original code. We detail optimization techniques used to enhance the performance of the CUDA-based code and contrast them with those implemented in the Fortran90 version. We also present performance comparisons of a single CPU plus GPU unit with the S2HAT code running on either a single or 4 processors. In particular we find that use of the latest generation of GPUs, such as NVIDIA GF100 (Fermi), can accelerate the spherical harmonic transforms by as much as 18 times with respect to S2HAT executed on one core, and by as much as 5.5 with respect to S2HAT on 4 cores, with the overall performance being limited by the Fast Fourier transforms. The work presented here has been performed in the context of the Cosmic Microwave Background simulations and analysis. However, we expect that the developed software will be of more general interest and applicability
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