X-Git-Url: https://bilbo.iut-bm.univ-fcomte.fr/and/gitweb/prng_gpu.git/blobdiff_plain/b64600704673c37dbb08701c0b811f65d159db34..50092af11c4cbab1c3048d46875f66476118537c:/prng_gpu.tex diff --git a/prng_gpu.tex b/prng_gpu.tex index 00991e9..dc91965 100644 --- a/prng_gpu.tex +++ b/prng_gpu.tex @@ -758,12 +758,18 @@ the larger the number of threads is, the more local memory is used and the less branching instructions are used (if, while, ...), the better performance is obtained on GPU. So with algorithm \ref{algo:seqCIprng} presented in the previous section, it is possible to build a similar program which computes PRNG -on GPU. The principe consists in assigning the computation of a PRNG as in -sequential to each thread of the GPU. Of course, it is essential that the three -xor-like PRNGs used for our computation have different parameters. So we chose -them randomly with another PRNG. As the initialisation is performed by the CPU, -we have chosen to use the ISAAC PRNG [ref] to initalize all the parameters for -the GPU version of our PRNG. The implementation of the three xor-like PRNGs is +on GPU. + + +\subsection{Naive version for GPU} + +From the CPU version, it is possible to obtain a quite similar version for GPU. +The principe consists in assigning the computation of a PRNG as in sequential to +each thread of the GPU. Of course, it is essential that the three xor-like +PRNGs used for our computation have different parameters. So we chose them +randomly with another PRNG. As the initialisation is performed by the CPU, we +have chosen to use the ISAAC PRNG [ref] to initalize all the parameters for the +GPU version of our PRNG. The implementation of the three xor-like PRNGs is straightforward as soon as their parameters have been allocated in the GPU memory. Each xor-like PRNGs used works with an internal number $x$ which keeps the last generated random numbers. Other internal variables are also used by the @@ -785,7 +791,7 @@ NumThreads: Number of threads\;} store internal variables in InternalVarXorLikeArray[threadId]\; } -\caption{main kernel for the chaotic iterations based PRNG GPU version} +\caption{main kernel for the chaotic iterations based PRNG GPU naive version} \label{algo:gpu_kernel} \end{algorithm} @@ -802,6 +808,48 @@ and random number of our PRNG is equals to $100,000\times ((4+5+6)\times All the tests performed to pass the BigCrush of TestU01 succeeded. Different number of threads have been tested upto $10$ millions. +\begin{remark} +Algorithm~\ref{algo:gpu_kernel} has the advantage to manipulate independent +PRNGs, so this version is easily usable on a cluster of computer. The only thing +to ensure is to use a single ISAAC PRNG. For this, a simple solution consists in +using a master node for the initialization which computes the initial parameters +for all the differents nodes involves in the computation. +\end{remark} + +\subsection{Improved version for GPU} + +As GPU cards using CUDA have shared memory between threads of the same block, it +is possible to use this feature in order to simplify the previous algorithm, +i.e. using less than 3 xor-like PRNGs. The solution consists in comuting only +one xor-like PRNG by thread, saving in into shared memory and accessing result +of some other threads in the same block of threads. + +\begin{algorithm} + +\KwIn{InternalVarXorLikeArray: array with internal variables of 1 xor-like PRNGs in global memory\; +NumThreads: Number of threads\; +tab1, tab2: Arrays containing permutations\;} + +\KwOut{NewNb: array containing random numbers in global memory} +\If{threadId is concerned} { + retrieve data from InternalVarXorLikeArray[threadId] in local variables\; + offset = threadId\%32; + \For{i=1 to n} { + t=xor-like()\; + shared\_mem[threadId]=(unsigned int)t\; + x = x$\oplus$ (unsigned int) t\; + x = x$\oplus$ (unsigned int) (t>>32)\; + x = x$\oplus$ shared[tab1[offset]]\; + x = x$\oplus$ shared[tab2[offset]]\; + + store the new PRNG in NewNb[NumThreads*threadId+i]\; + } + store internal variables in InternalVarXorLikeArray[threadId]\; +} + +\caption{main kernel for the chaotic iterations based PRNG GPU efficient version} +\label{algo:gpu_kernel2} +\end{algorithm} \section{Experiments} Differents experiments have been performed in order to measure the generation speed.