How to avoid TLB miss (and high Global Memory Replay Overhead) in CUDA GPUs?

筅森魡賤 提交于 2019-12-03 17:33:17

You can only avoid TLB misses by changing your memory access pattern. A different layout of your data in memory can help with this.
A 3D texture will not improve your situation, as it trades improved spatial locality in two additional dimensions against reduced spatial locality in the third dimension. Thus you would unnecessarily read data of neighbors along the Y axis.

What you can do however is mitigate the impact of the resulting latency on throughput. In order to hide t = 700 cycles of latency at a global memory bandwidth of b = 250GB/s, you need to have memory transactions for b / t = 175 KB of data in flight at any time (or 12.5 KB for each of the 14 SMX). With a fully loaded memory interface and a high ratio of TLB misses, you will however find that latency gets closer to 2000 cycles, requiring roughly 32 KB of transactions in flight per sm.

As each word of a memory read transaction in flight requires one register where the value will be stored once it arrives, hiding memory latency has to be balances against register pressure. Keeping 32 KB of data in flight requires 8192 registers, or 12.5% of the total registers available on an SMX.

(Note that for above rough estimates I have neglected the difference between KiB and KB).

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