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CSE 690 GPGPULecture 7 Matrix Multiplications.ppt
CSE 690: GPGPULecture 7: Matrix Multiplications Klaus Mueller Computer Science, Stony Brook University Basic Concept Triple loop GPU Algorithms First algorithm: render a rectangle of size NxN represent the matrices as NxN textures each (i,j) is then a fragment each fragment program is a loop or an unrolled loop - may get too long must pull in the same data many times - poor data reuse, needs bandwidth makes no use of 4-way RGBA parallelism - wastes speedup GPU Algorithms Better algorithm: use RGBA channels, pack a 2x2 submatrix use swizzling to facilitate data reuse swizzling improves fragment code length by factor 2 may need multiple passes for larger matrices GPU Algorithms Using multi-texturing requires l passes GPU Algorithms Can use RGBA parallelism as well each texel represents a 2x2 submatrix use swizzling as usual needs l/2 passes GPU Algorithms Instead of a 2x2 submatrix, pack 4x1 column vectors makes 4-times reuse of texels read from B, but uses texels from A only once GPU Algorithms Instead of a 2x2 submatrix, pack 4x1 column vectors 6 fetches are needed for 4 mad’s (mult-add’s) - 1.5 times more than before but less rows and columns are accessed per pass - improves cache hit frequency GPU Algorithms Originally only compute one product per shader practically can unroll the loop 3-6 times (compute 3-6 products) maximal fragment program length is the limit reduces the number of passes required Reality Check Would like to compare CPU and GPU efficiencies for GPGPU tasks The task of matrix multiplication is insightful here features much data reuse graphics programs are generally more stream-like and have less data reuse this may lead to some limitations Platforms Pentium 4 3Ghz CPU, 512KB L2 cache 12 GFLOPS peak compute 44.1GB/sec cache BW Using sgemm routine from ATLAS package NVIDIA GeForce 5900 Ultra GeForce 6800 Ultra ATI Radeon 9800 XT Radeon X800 XT PE Performance Bandwidth vs. Peak FLOPS Analysis Curre
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