Sorting with GPUs: A Survey
arxiv.org
arxiv.org
There's one big blocker as far as I can tell, though: portability. When it comes to gaming, neural networks, cryptomining, etc, I always see "only nvidia cards supported", or "work best on amd". If we were to use GPU in just any kind of application, we would need to have hardware abstraction library which support any kind of GPU, including intel chips.
Is such effort already being worked on, at any stage of completion?
It seems (unsurprisingly for an hardware abstraction) that performance is a problem, but at least it's a problem that is being worked on. Maybe at some point we will stop to think "we can't implement that, that's way too massive to perform properly" and start thinking "this is a job for the GPU" :) At the very least, databases come to mind, with their sorting/filtering of massive data.
[0] I found a nice intro at https://blog.tartanllama.xyz/sycl/
[1] http://en.cppreference.com/w/cpp/experimental/parallelism
[2] https://www.khronos.org/assets/uploads/developers/library/20...
Now you can write OpenCL kernels that automatically tweak themselves to run as fast as possible on different hardware, but that requires significant extra work over just getting it to work at all.
And finally, CUDA has a bunch of hand-tweaked libraries for doing common numerical operations (matrix multiply, FFT, ...) that are (partly) written in 'NVIDIA GPU assembly) (ptx), so those operations will be faster on CUDA than on OpenCL.
CUDA is also (a bit) easier to write/use than OpenCL code and the tooling is better, so that's another reason people often default to CUDA.
Finally they understood that they world moved on and better support to other languages had to be provided, so lets see how much OpenCL 2.2 and SPIR can improve the situation.
NVidia of course owns CUDA, which means they want those "premium features" locked to CUDA-only.
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AMD's laptop offerings offer some intriguing features on OpenCL as well. Since their APUs have a CPU AND a GPU on the same die, the data-transfer between CPU / GPU on the AMD APUs (ie: an A10 laptop chip) is absurdly fast. Like, they share L2 cache IIRC, so the data doesn't even hit main-memory, or even leave the chip.
But there's basically no point optimizing for that architecture, as far as I can tell anyway.
NVidia has lots of models with DX 12 level support that don't have Vulkan drivers.
For example, NVidia came to our University in the UK and provided training for £20 an academic/PhD student for a 2 day course on how to use CUDA and with performance tips, hands on porting of code, etc. They also give away CUDA cards to academics under a hardware grant scheme, so it's possible to get a free Titan Xp this year for a research group.
There's not really an equivalent for AMD or Intel; a Xeon Phi Knights Landing chip is significantly more expensive than a consumer level GPU, and the same cost as a workstation GPU, and it's a lot harder to get good performance from it. It also doesn't seem like AMD are targeting this market, at least not currently.
The paper seems to confirm your last caveat. Each point on the following summary sounds like they require fine-tuning it's hardware-dependent down to the specific model, except maybe the second-to-last point about which approach works best in general:
Our key findings are the following:
• Effective parallel sorting algorithms must use the faster access on-chip memory as much and as often as possible as a substitute to global memory operations.
• Algorithmic improvements that used on-chip memory and made threads work more evenly seemed to be more effective than those that simply encoded sorts as primitive GPU operations.
• Communication and synchronization should be done at points specified by the hardware.
• Which GPU primitives (scan and 1-bit scatter in particular) are used makes a big difference. Some primitive implementations were simply more efficient than others, and some exhibit a greater degree of fine grained parallelism than others.
• A combination of radix sort, a bucketization scheme, and a sorting network per scalar processor seems to be the combination that achieves the best results.
• Finally, more so than any of the other points above, using on-chip memory and registers as effectively as possible is key to an effective GPU sort.
My sense is that paralelization still isn't solved in general, so (a bit like NP "reduction") if you can't cast your problem in terms of an "embarrassingly parallelizable" (ep) case like rendering, it's not going to be very fast. Plus, the rendering pipeline has had all hell optimized out of it.
Put another way: what features could a GPU general language have that are ep, but with no equivalent available in GPU graphics languages?
I think there are some trivial ones, e.g. older openGL ES (mobile) don't have render-to-float-texture - a crucial and ep feature for general compute.
We get really quite good results over a number of benchmarks - check out our papers!
Sounds like it's trying to do a similar thing
It's probably just the games I play, but these days I'm rarely GPU bound, just CPU bound. It would be great to see some frameworks make GPU accelerated physics (with automatic CPU fallback) easier for smaller game development companies to take advantage of.
For example: Factorio and Space Engineers are primarily CPU bound due to the tracking of millions of objects (Factorio) & physics (Space Engineers).
I wish them all the best, but I haven't seen much adoption yet. It's not particularly clear that this is the right path yet because folks are building special-purpose neural net accelerators, and those may not have the same programming model and may make this whole HIP thing irrelevant for ML.
I'm also not totally convinced software developers are ready to take advantage of something like this; developers are barely taking advantage of multiple CPU cores, let alone the more limited GPGPU environment.
On occasion, such implementations do use vendor specific tools (such as CUDA), but there are a plethora of tools such as OpenCL, SyCL etc that provide portability - but not always performance portability, meaning that they will still be tuned to a specific architecture.
For performance portability, the LIFT project (http://www.lift-project.org/) provides a partial solution. Our approach relies on a high level model of computation (think or something like a functional, or pattern based programming language) coupled with a rewrite-based compiler that explores the space of OpenCL programs with which to implement a computation.
That lets us "optimise" a given implementation to a specific architecture, entirely automatically, in a way that many other low level approaches simply aren't able to, as they contain too many implementation (rather than computation) details.
If, however, you mean complicated compositions of arrays, then that is something we support, as well as efficient ways for describing (e.g.) coalesced accesses or stencil operations.
The layouts I have in mind are ring buffer of arrays and ND arrays.
I think Furthark would work well actually but I simply had not the time to get accustomed to it.
I would think the breakeven point for using the GPU (assuming inputs and results are on the CPU) is several megabytes of millions or elements at least.
Writing this paper must have been a lot of effort. There are something like 50 different methods reviewed here. Good thing that papers like this exist.
* Do you want to build an index (for big data?), so that you can access your data fast (thing about a database). Well, the index construction is likely to do some sorting internally. * MapReduce algorithm has indeed more phases... one of it is sorting...so yes, when you are porocessing big data with map reduce, then the data is being sorted at some point.
On the other hand sorting doesn't need to have a global axis - in the perfect case it just needs to compare two elements against each other.
But even when using the depth buffer, drawing in front-to-back order will drastically improve performance as fragment shaders don't have to run for occluded fragments that get depth culled.
This paper was focused on comparison based sorting. Depth sorting can be done with GPU radix sort (which is super fast), because with minor modifications, floating point and integer comparison are equal for finite, not-NaN values (and games don't care about that).
My game heavily uses a "find nearest n" operation on an R-Tree, then sorts by distance for AI operations.
Optimisation for cache-locality and branch prediction.
Any kind of repeatable scientific/datascience analysis operating across groups or cross-tabulation. Anything involving lag-like functions and relationships, time-series, relative positions (in households, neighbourhoods, countries, spatial relationships).
Perhaps i'm biased, I think i've grown up working with operations where having the data in an implicit order makes things a fair bit easier/more efficient.
Albeit, you're also right, it probably has to get up into the millions before you fundamentally care. But I do like to think I work on practical applications :P
1) the input data is generated from cryptographic hash functions, and can thus be considered random, leading to e.g. very even distribution of elements over buckets.
2) each round of sorting serves to identify groups of items that match on a subrange of their bits, and somehow transform these items.
There is a lot of cryptocurrency money to be made by developing the most optimized mining software and charging 1% or so "developer-fee" on the mining proceeds.
I also agree that needing to sort large amounts of data fast is actually not that common a requirement.
EDIT: I would add that the speed of sorting on CPU is often underestimated. See my blog post about fast multithreaded radix sort on CPU here: http://www.forwardscattering.org/post/34
The lists involved can easily run into the millions, depending on the domain.
Well, the idea of GPU computing is to keep the data on the GPU as much as possible.
The CPU <---> GPU link is at best, 16x PCIe. Which is fast, but not anywhere close to the speed of HBM, GDDR5 or DDR4 RAM. (Exception: AMD's A10 operators, which have a GPU / CPU which shares on-chip cache memory. As well as the "Crystalwell" Intel chips IIRC. But these are rare chips that I doubt most people use)
So if you happen to be running a major algorithm on the GPU, you'll probably want to sort it as well, before bringing it back to the CPU. Under no circumstances should you be introducing a PCIe delay for a simple operation like sorting.
What I take this paper as doing, is seeing how close we are to being able to take it for granted that you can sort large collections in lgN time, instead of NlgN time. My guess is we are a ways from there, but probably not as far as I think.
nonetheless it's still about an order of magnitude faster than the pure CPU implementation I have.
In the future they plan to add webGL 2.0 and OpenCL support which should improve the flexibility of the library.
http://thedagda.co:9000/?stars=true&bodyCount=1000
you can toggle CPU nbody computation with:
?CPU=true in the url. remove it for GPU computation.
you can toggle the number of planets with the bodyCount variable. default is 1000
if you have a beefy computer try bodyCount=4000
gamepad=true works if you have a xbox controller hooked up.
on gitHub: