X-Git-Url: https://bilbo.iut-bm.univ-fcomte.fr/and/gitweb/book_gpu.git/blobdiff_plain/453cfeb12ac41d9063d5fb8f41ee725905b3adec..b4a21f0b9226126a2c50f54a5518be5ef7c60749:/BookGPU/Chapters/chapter1/ch1.tex?ds=inline

diff --git a/BookGPU/Chapters/chapter1/ch1.tex b/BookGPU/Chapters/chapter1/ch1.tex
index 200efb1..9c3d8af 100755
--- a/BookGPU/Chapters/chapter1/ch1.tex
+++ b/BookGPU/Chapters/chapter1/ch1.tex
@@ -5,92 +5,90 @@
 \label{chapter1}
 
 \section{Introduction}\label{ch1:intro}
-
+``test"  "test" ``test''
 This chapter introduces the Graphics  Processing Unit (GPU) architecture and all
 the concepts needed to understand how GPUs  work and can be used to speed up the
 execution of some algorithms. First of all this chapter gives a brief history of
-the development  of the graphics  cards until they  have been  used in order  to make
+the development  of the graphics  cards up to the point when they started being  used in order  to make
 general   purpose   computation.    Then   the   architecture  of   a   GPU   is
 illustrated.  There  are  many  fundamental  differences between  a  GPU  and  a
-tradition  processor. In  order  to benefit  from the  power  of a  GPU, a  Cuda
+tradition  processor. In  order  to benefit  from the  power  of a  GPU, a  CUDA
 programmer needs to use threads. They have some particularities which enable the
-Cuda model to be efficient and scalable when some constraints are addressed.
+CUDA model to be efficient and scalable when some constraints are addressed.
 
 
 
-\section{Brief history of video card}
+\section{Brief history of the video card}
 
-Video  cards or Graphics  cards have  been introduced  in personal  computers to
+Video  cards or graphics  cards have  been introduced  in personal  computers to
 produce  high quality graphics  faster than  classical Central  Processing Units
-(CPU) and  to alleviate CPU from this  task. In general, display  tasks are very
+(CPU) and  to free the CPU from this  task. In general, display  tasks are very
 repetitive and very specific.  Hence,  some manufacturers have produced more and
-more sophisticated video cards, providing 2D accelerations then 3D accelerations,
+more sophisticated video cards, providing 2D accelerations, then 3D accelerations,
 then some  light transforms. Video cards  own their own memory  to perform their
 computation.  For at least two decades, every personal computer has had a video
 card which is simple for  desktop computers or which provides many accelerations
-for game and/or  graphic oriented computers.  In the  latter case, graphic cards
+for game and/or  graphic-oriented computers.  In the  latter case, graphic cards
 may be more expensive than a CPU.
 
 Since  2000, video  cards have  allowed  users to  apply arithmetic  operations
-simultaneously on a sequence of  pixels, also later called stream processing. In
-this case, the information of the pixels (color, location and other information) are
+simultaneously on a sequence of  pixels, later called stream processing. In
+this case, the information of the pixels (color, location and other information) is
 combined in order  to produce a pixel  color that can be displayed  on a screen.
 Simultaneous  computations are  provided  by shaders  which calculate  rendering
 effects on  graphics hardware with a  high degree of  flexibility. These shaders
-handles the stream data with pipelines.
+handle the stream data with pipelines.
 
 
 Some researchers  tried to  apply those operations  on other  data, representing
 something different  from pixels,  and consequently this  resulted in  the first
 uses of video cards for  performing general purpose computation. The programming
-model  was not  easy  to use  at  all and  was very  dependent  of the  hardware
+model  was not  easy  to use  at  all and  was very  dependent  on the  hardware
 constraints.   More precisely  it consisted  in using  either DirectX  of OpenGL
 functions  providing  an  interface  to  some classical  operations  for  videos
-operations  (memory  transfers,  texture  manipulation,  ...).   Floating  point
+operations  (memory  transfers,  texture  manipulation, etc.).   Floating  point
 operations were  most of the  time unimaginable.  Obviously when  something went
-wrong, programmers had no way (and neither the tools) to detect it.
+wrong, programmers had no way (and no tools) to detect it.
 
 \section{GPGPU}
 
-In order  to benefit from the computing  power of more recent  video cards, Cuda
-was first proposed in 2007 by  NVidia. It unifies the programming model for some
-of  their most performant  video cards.   Cuda~\cite{ch1:cuda} has  quickly been
+In order  to benefit from the computing  power of more recent  video cards, CUDA
+was first proposed in 2007 by  NVIDIA. It unifies the programming model for some
+of  their most efficient  video cards.   CUDA~\cite{ch1:cuda} has  quickly been
 considered by  the scientific community as  a great advance  for general purpose
 graphics processing unit (GPGPU)  computing.  Of course other programming models
 have been  proposed. The  other well-known alternative  is OpenCL which  aims at
-proposing an alternative to Cuda  and which is multi-platform and portable. This
+proposing an alternative to CUDA  and which is multiplatform and portable. This
 is a  great advantage since  it is even  possible to execute OpenCL  programs on
 traditional CPUs.  The main drawback is that it is less tight with the hardware
-and  consequently sometimes  provides  less efficient  programs. Moreover,  Cuda
+and  consequently sometimes  provides  less efficient  programs. Moreover,  CUDA
 benefits from  more mature compilation and optimization  procedures.  Other less
-known environments  have been proposed, but  most of them have  been stopped, for
-example  we can  cite: FireStream  by ATI  which is  not maintained  anymore and
-replaced by  OpenCL, BrookGPU by  Standford University~\cite{ch1:Buck:2004:BGS}.
+known environments  have been proposed, but  most of them have  been discontinued, for
+example  we can  cite, FireStream  by ATI  which is  not maintained  anymore and
+has been replaced by  OpenCL, BrookGPU by  Standford University~\cite{ch1:Buck:2004:BGS}.
 Another environment based  on pragma (insertion of pragma  directives inside the
-code to  help the compiler to generate  efficient code) is call  OpenACC.  For a
-comparison with OpenCL, interested readers may refer to~\cite{ch1:CMR:12}.
+code to  help the compiler to generate  efficient code) is called  OpenACC.  For a
+comparison with OpenCL, interested readers may refer to~\cite{ch1:Dongarra}.
 
 
 
 \section{Architecture of current GPUs}
 
-The architecture  \index{architecture of  a GPU} of  current GPUs  is constantly
+The architecture  \index{GPU!architecture of a} of  current GPUs  is constantly
 evolving.  Nevertheless  some trends remain constant  throughout this evolution.
-Processing units composing a GPU are  far more simple than a traditional CPU but
+Processing units composing a GPU are  far simpler than a traditional CPU and
 it is much easier to integrate many computing units inside a GPU card than to do
-so with many cores inside a CPU. This is due to the fact that the cores of a GPU are
-simpler than the cores of a CPU.  In  2012, the most powerful GPUs own more than 500
-cores       and       the       most       powerful      CPUs       have       8
+so with many cores inside a CPU.   In  2012, the most powerful GPUs contained more than 500
+cores       and       the       most       powerful      CPUs       had       8
 cores. Figure~\ref{ch1:fig:comparison_cpu_gpu} shows  the number of cores inside
-a  CPU  and  inside a  GPU.   In  fact,  in  a  current NVidia  GPU,  there  are
-multiprocessors which have 32 cores (for example on Fermi cards). The core clock
-of CPU is  generally around 3GHz and  the one of GPU is  about 1.5GHz.  Although
-the core clock of GPU cores is slower, the amount of cores inside a GPU provides
+a  CPU  and  inside a  GPU.   In  fact,  in  a  current NVIDIA  GPU,  there  are
+multiprocessors which have 32 cores (for example, on Fermi cards). The core clock
+of a CPU is  generally around 3GHz and  the one of a GPU is  about 1.5GHz.  Although
+the core clock of GPU cores is slower, the number of cores inside a GPU provides
 more computational power.  This measure is commonly represented by the number of
 floating point operation  per seconds. Nowadays the most powerful  GPUs provide more
-than   1TFlops,  i.e.    $10^{12}$   floating  point   operations  per   second.
-Nevertheless  GPUs are very  efficient to  perform some  operations but  not all
-kinds of operations. They are very efficient to execute repetitive work in which
+than   1TFlops,  i.e.,    $10^{12}$   floating  point   operations  per   second.
+Nevertheless  GPUs are very  efficient at executing repetitive work in which
 only  the data  change. It  is important  to keep  in mind  that multiprocessors
 inside a GPU have 32 cores. Later we will see that these 32 cores need to do the
 same work to get maximum performance.
@@ -103,28 +101,28 @@ same work to get maximum performance.
 \end{figure}
 
 On the most powerful  GPU cards, called Fermi, multiprocessors  are called streaming
-multiprocessors  (SM). Each  SM contains  32  cores and  is able  to perform  32
-floating points or integer operations on  32 bits numbers per clock or 16 floating
-points  on  64 bits number  per  clock. SMs  have  their  own registers,  execution
-pipelines and caches.  On Fermi architecture,  there are 64Kb shared memory + L1
-cache  and 32,536 32bits  registers per  SM. More  precisely the  programmer can
-decide what amount  of shared memory and  L1 cache SM can use.  The constraint is
-that the sum of both amounts should be less or equal to 64Kb.
-
-Threads are used to  benefit from the important number of cores  of a GPU. Those
-threads    are   different    from    traditional   threads    for   CPU.     In
-chapter~\ref{chapter2},  some  examples of  GPU  programming  will explicit  the
-details of  the GPU  threads. However,  threads are gathered  into blocks  of 32
-threads, called ``warps''. Those warps  are important when designing an algorithm
+multiprocessors  (SMs). Each  SM contains  32  cores and  is able  to perform  32
+floating points or integer operations per clock on  32 bit numbers  or 16 floating
+points per clock  on  64 bit numbers. SMs  have  their  own registers,  execution
+pipelines and caches.  On Fermi architecture,  there are 64Kb shared memory plus L1
+cache  and 32,536 32 bit  registers per  SM. More  precisely the  programmer can
+decide what amounts  of shared memory and  L1 cache SM are to be used.  The constraint is
+that the sum of both amounts should be less than or equal to 64Kb.
+
+Threads are used to  benefit from the large number of cores  of a GPU. These
+threads    are   different    from    traditional   threads    for a   CPU.     In
+Chapter~\ref{chapter2},  some  examples of  GPU  programming  will explain  the
+details of  the GPU  threads. Threads are gathered  into blocks  of 32
+threads, called ``warps''. These warps  are important when designing an algorithm
 for GPU.
 
 
-Another big  difference between CPU and GPU  is the latency of  memory.  In CPU,
+Another big  difference between a CPU and a GPU  is the latency of  memory.  In a CPU,
 everything is optimized  to obtain a low latency  architecture. This is possible
-through  the  use  of  cache  memories. Moreover,  nowadays  CPUs  perform  many
+through  the  use  of  cache  memories. Moreover,  nowadays  CPUs  carry out  many
 performance optimizations  such as speculative execution  which roughly speaking
-consists in executing  a small part of  code in advance even if  later this work
-reveals itself  to be  useless. On the  contrary, GPUs  do not have  low latency
+consists of executing  a small part of the code in advance even if  later this work
+reveals itself  to be  useless. GPUs  do not have  low latency
 memory.   In comparison GPUs  have small  cache memories.  Nevertheless the
 architecture of GPUs is optimized  for throughput computation and it takes into
 account the memory latency.
@@ -133,7 +131,7 @@ account the memory latency.
 
 \begin{figure}[b!]
 \centerline{\includegraphics[scale=0.7]{Chapters/chapter1/figures/low_latency_vs_high_throughput.pdf}}
-\caption{Comparison of low latency of CPU and high throughput of GPU.}
+\caption{Comparison of low latency of a CPU and high throughput of a GPU.}
 \label{ch1:fig:latency_throughput}
 \end{figure}
 
@@ -141,103 +139,104 @@ Figure~\ref{ch1:fig:latency_throughput}  illustrates   the  main  difference  of
 memory latency between a CPU and a  GPU. In a CPU, tasks ``ti'' are executed one
 by one with a short memory latency to get the data to process. After some tasks,
 there is  a context switch  that allows the  CPU to run  concurrent applications
-and/or multi-threaded  applications. Memory latencies  are longer in a  GPU, the
-the  principle  to   obtain  a  high  throughput  is  to   have  many  tasks  to
-compute. Later we  will see that those tasks are called  threads with Cuda. With
+and/or multi-threaded  applications. {\bf REPHRASE} Memory latencies  are longer in a  GPU, the
+ principle  to   obtain  a  high  throughput  is  to   have  many  tasks  to
+compute. Later we  will see that these tasks are called  threads with CUDA. With
 this  principle, as soon  as a  task is  finished the  next one  is ready  to be
 executed  while the  wait for  data for  the previous  task is  overlapped by
-computation of other tasks.
+computation of other tasks. {\bf HERE}
 
 
 
 \section{Kinds of parallelism}
 
-Many  kinds  of parallelism  are  amiable according  to  the  type of  hardware.
+Many  kinds  of parallelism  are  available according  to  the  type of  hardware.
 Roughly  speaking, there  are three  classes of  parallelism: instruction-level
-parallelism, data parallelism and task parallelism.
+parallelism, data parallelism, and task parallelism.
 
-Instruction-level parallelism consists in re-ordering some instructions in order
+Instruction-level parallelism consists in reordering some instructions in order
 to execute  some of them in parallel  without changing the result  of the code.
-In  modern CPUs, instruction  pipelines allow  processor to  execute instructions
+In  modern CPUs, instruction  pipelines allow  the processor to  execute instructions
 faster.   With   a  pipeline  a  processor  can   execute  multiple  instructions
-simultaneously due  to the fact that  the output of a  task is the  input of the
+simultaneously because  the output of a  task is the  input of the
 next one.
 
 Data parallelism consists  in executing the same program  with different data on
-different computing  units.  Of course,  no dependency should exist  between the
+different computing  units.  Of course,  no dependency should exist  among the
 data. For example, it is easy  to parallelize loops without dependency using the
 data parallelism paradigm. This paradigm  is linked with the Single Instructions
 Multiple Data (SIMD)  architecture. This is the kind  of parallelism provided by
 GPUs.
 
-Task parallelism is the common parallelism  achieved out on clusters and grids and
+Task parallelism is the common parallelism  achieved  on clusters and grids and
 high performance  architectures where different tasks are  executed by different
 computing units.
 
 \section{CUDA multithreading}
 
-The data parallelism  of Cuda is more precisely based  on the Single Instruction
-Multiple Thread (SIMT) model. This is due to the fact that a programmer accesses
-to  the cores  by the  intermediate of  threads. In  the Cuda  model,  all cores
+The data parallelism  of CUDA is more precisely based  on the Single Instruction
+Multiple Thread (SIMT) model, because a programmer accesses
+  the cores  by the  intermediate of  threads. In  the CUDA  model,  all cores
 execute the  same set of  instructions but with  different data. This  model has
 similarities with the vector programming  model proposed for vector machines through
-the  1970s into  the  90s, notably  the  various Cray  platforms.   On the  Cuda
+the  1970s and into  the  90s, notably  the  various Cray  platforms.   On the  CUDA
 architecture, the  performance is  led by the  use of  a huge number  of threads
-(from thousands up to  to millions). The particularity of the  model is that there
+(from thousands up to   millions). The particularity of the  model is that there
 is no  context switching as in  CPUs and each  thread has its own  registers. In
-practice,  threads  are executed  by  SM  and are  gathered  into  groups of  32
-threads.  Those  groups  are  called  ``warps''. Each  SM  alternatively  executes
-``active warps''  and warps becoming temporarily  inactive due to  waiting of data
+practice,  threads  are executed  by  SM  and   gathered  into  groups of  32
+threads,  called  warps. Each  SM  alternatively  executes
+active warps  and warps becoming temporarily  inactive due to waiting of data
 (as shown in Figure~\ref{ch1:fig:latency_throughput}).
 
-The key to scalability in the Cuda model is the use of a huge number of threads.
-In practice, threads are not only gathered  in warps but also in thread blocks. A
+\begin{figure}[b!]
+\centerline{\includegraphics[scale=0.65]{Chapters/chapter1/figures/scalability.pdf}}
+\caption{Scalability of GPU.}
+\label{ch1:fig:scalability}
+\end{figure}
+
+The key to scalability in the CUDA model is the use of a huge number of threads.
+In practice, threads are  gathered not only in warps but also in thread blocks. A
 thread block is executed  by only one SM and it cannot  migrate. The typical size of
-a thread block is a number power of two (for example: 64, 128, 256 or 512).
+a thread block is a  power of two (for example, 64, 128, 256, or 512).
 
 
 
-In this  case, without changing anything inside  a Cuda code, it  is possible to
-run your  code with  a small Cuda  device or  the most performing Tesla  Cuda cards.
+In this  case, without changing anything inside  a CUDA code, it  is possible to
+run  code with  a small CUDA  device or  the best performing Tesla  CUDA cards.
 Blocks are  executed in any order depending  on the number of  SMs available. So
-the  programmer  must  conceive  its  code  having this  issue  in  mind.   This
-independence between thread blocks provides the scalability of Cuda codes.
+the  programmer  must  conceive   code  having this  issue  in  mind.   This
+independence between thread blocks provides the scalability of CUDA codes.
+
 
-\begin{figure}[b!]
-\centerline{\includegraphics[scale=0.65]{Chapters/chapter1/figures/scalability.pdf}}
-\caption{Scalability of GPU.}
-\label{ch1:fig:scalability}
-\end{figure}
 
 
 A kernel is a function which  contains a block of instructions that are executed
-by the  threads of a GPU.   When the problem considered  is a two  dimensional or three
-dimensional  problem,  it is  possible  to group  thread  blocks  into a grid.   In
-practice, the number of  thread blocks and the size of thread  blocks is given as
+by the  threads of a GPU.   When the problem considered  is a two-dimensional or three-dimensional  problem,  it is  possible  to group  thread  blocks  into a grid.   In
+practice, the number of  thread blocks and the size of thread  blocks are given as
 parameters  to  each  kernel.   Figure~\ref{ch1:fig:scalability}  illustrates  an
 example of a kernel composed of 8 thread blocks. Then this kernel is executed on
-a small device containing only 2 SMs.  So in  this case, blocks are executed 2
-by 2 in any order.  If the kernel is executed on a larger Cuda device containing
+a small device containing only 2 SMs. {\bf RELIRE} So in  this case, blocks are executed 2
+by 2 in any order.  If the kernel is executed on a larger CUDA device containing
 4 SMs, blocks are executed 4 by 4 simultaneously.  The execution times should be
 approximately twice faster in the latter  case. Of course, that depends on other
-parameters that will be described later.
+parameters that will be described later (in this chapter and other chapters).
 
+{\bf RELIRE}
 Thread blocks provide a way to cooperation  in the sense that threads of the same
 block   cooperatively    load   and   store   blocks   of    memory   they   all
 use. Synchronizations of threads in the same block are possible (but not between
 threads of different  blocks). Threads of the same block  can also share results
-in order  to compute a  single result. In chapter~\ref{chapter2},  some examples
-will explicit that.
+in order  to compute a  single result. In Chapter~\ref{chapter2},  some examples
+will explain that.
 
 
 \section{Memory hierarchy}
 
-The memory hierarchy of  GPUs\index{memory~hierarchy} is different from the CPUs
-one.  In practice,  there are registers\index{memory~hierarchy!registers}, local
-memory\index{memory~hierarchy!local~memory},                               shared
-memory\index{memory~hierarchy!shared~memory},                               cache
-memory\index{memory~hierarchy!cache~memory}              and              global
-memory\index{memory~hierarchy!global~memory}.
+The memory hierarchy of  GPUs\index{memory hierarchy} is different from that of CPUs.  In practice,  there are registers\index{memory hierarchy!registers}, local
+memory\index{memory hierarchy!local memory},                               shared
+memory\index{memory hierarchy!shared memory},                               cache
+memory\index{memory hierarchy!cache memory},              and              global
+memory\index{memory hierarchy!global memory}.
 
 
 As  previously  mentioned each  thread  can access  its  own  registers.  It  is
@@ -248,7 +247,7 @@ very fast, so it is a good idea to use them whenever possible.
 Likewise each thread can access local  memory which, in practice, is much slower
 than registers.  Local memory is automatically used by the compiler when all the
 registers are  occupied. So the  best idea is  to optimize the use  of registers
-even if this implies to reduce the number of threads per block.
+even if this involves reducing the number of threads per block.
 
 \begin{figure}[hbtp!]
 \centerline{\includegraphics[scale=0.60]{Chapters/chapter1/figures/memory_hierarchy.pdf}}
@@ -259,17 +258,17 @@ even if this implies to reduce the number of threads per block.
 
 
 Shared memory allows  cooperation between threads of the  same block.  This kind
-of memory is fast because it requires to be manipulated manually and its size is
-limited.  It is accessible during the execution of a kernel. So the principle is
+of memory is fast but it needs to be manipulated manually and its size is
+limited.  It is accessible during the execution of a kernel. So the idea is
 to fill the shared  memory at the start of the kernel  with global data that are
-used very  frequently, then threads can  access it for  their computation.  They
+used very  frequently, then threads can  access it for  their computation.  Threads
 can obviously change  the content of this shared  memory either with computation
-or load of  other data and they can  store its content in the  global memory. So
-shared memory can  be seen as a cache memory  manageable manually. This requires
-obviously an effort from the programmer.
+or by loading  other data and they can  store its content in the  global memory. So
+shared memory can  be seen as a cache memory  manageable manually. This
+obviously  requires an effort from the programmer.
 
 On  recent cards,  the programmer  may decide  what amount  of cache  memory and
-shared memory is attributed to a kernel. The cache memory is a L1 cache which is
+shared memory is attributed to a kernel. The cache memory is an L1 cache which is
 directly  managed by  the GPU.  Sometimes,  this cache  provides very  efficient
 result and sometimes the use of shared memory is a better solution.
 
@@ -277,19 +276,19 @@ result and sometimes the use of shared memory is a better solution.
 
 
 Figure~\ref{ch1:fig:memory_hierarchy}  illustrates  the  memory hierarchy  of  a
-GPU. Threads are represented on the top  of the figure. They can access to their
-own registers  and their local memory. Threads  of the same block  can access to
-the shared memory of this block. The cache memory is not represented here but it
-is local  to a thread. Then  each block can access  to the global  memory of the
+GPU. Threads are represented on the top  of the figure. They can have access to their
+own registers  and their local memory. Threads  of the same block  can access 
+the shared memory of that block. The cache memory is not represented here but it
+is local  to a thread. Then  each block can access  the global  memory of the
 GPU.
 
  \section{Conclusion}
 
 In this chapter,  a brief presentation of the video card,  which has later been
 used to perform computation, has been  given. The architecture of a GPU has been
-illustrated focusing on the particularity of GPUs in term of parallelism, memory
-latency and  threads. In order to design  an efficient algorithm for  GPU, it is
-essential to have all these parameters in mind.
+illustrated focusing on the particularity of GPUs in terms of parallelism, memory
+latency, and  threads. In order to design  an efficient algorithm for  GPU, it is
+essential to keep all these parameters in mind.
 
 
 \putbib[Chapters/chapter1/biblio]