CUDPP 2.2 released

September 4th, 2014

CUDPP release 2.2 is a feature release that adds a new parallel primitive and improves some existing primitives. We have added cudppSuffixArray, a parallel skew algorithm (SA) implementation that computes the suffix array of a string. This suffix array primitive is now used in burrowsWheelerTransform, delivering better performance than CUDPP 2.1’s use of cudppStringSort. The new BWT is further used in cudppCompress, which is now faster than the original parallel compression and supports compression of text containing all possible unsigned char values. Some bugs in cudppMoveToFrontTransform and cudppStringSort have also been fixed. OS X users might also be interested in how we supported the use of OS X’s clang compiler in OS X Mavericks (10.9).

Policy-based Tuning for Performance Portability and Library Co-optimization

July 22nd, 2012

Abstract:

Although modular programming is a fundamental software development practice, software reuse within contemporary GPU kernels is uncommon. For GPU software assets to be reusable across problem instances, they must be inherently flexible and tunable. To illustrate, we survey the performance-portability landscape for a suite of common GPU primitives, evaluating thousands of reasonable program variants across a large diversity of problem instances (microarchitecture, problem size, and data type). While individual specializations provide excellent performance for specific instances, we find no variants with universally reasonable performance. In this paper, we present a policy-based design idiom for constructing reusable, tunable software components that can be co-optimized with the enclosing kernel for the specific problem and processor at hand. In particular, this approach enables flexible granularity coarsening which allows the expensive aspects of communication and the redundant aspects of data parallelism to scale with the width of the processor rather than the problem size. From a small library of tunable device subroutines, we have constructed the fastest, most versatile GPU primitives for reduction, prefix and segmented scan, duplicate removal, reduction-by-key, sorting, and sparse graph traversal.

(Duane Merrill, Michael Garland and Andrew Grimshaw, “Policy-based Tuning for Performance Portability and Library Co-optimization”, Innovative Parallel Computing 2012. [WWW])

New CLOGS library with sort and scan primitives for OpenCL

February 5th, 2012

CLOGS is a library for higher-level operations on top of the OpenCL C++ API. It is designed to integrate with other OpenCL code, including synchronization using OpenCL events. Currently only two operations are supported: radix sorting and exclusive scan. Radix sort supports all the unsigned integral types as keys, and all the built-in scalar and vector types suitable for storage in buffers as values. Scan supports all the integral types. It also supports vector types, which allows for limited multi-scan capabilities.

Version 1.0 of the library has just been released. The home page is http://clogs.sourceforge.net/

Back 40 Computing: High Performance GPU Building Blocks

August 22nd, 2010

The Back 40 Computing project aims at providing a collection of high performance GPU computing building blocks. It is maintained by Duane Merrill from the University of Virginia. Highlights of the current release include the fastest  Radix Sort implementation on GPUs to date, capable of sorting over 1 billion keys per second. For more details you can also see this (pre-Fermi) Techreport (direct PDF link).

Source code and documentation are available on Google Code.

NVIDIA Announces Performance Primitives (NVPP) Library

June 8th, 2009

NVIDIA NVPP is a library of functions for performing CUDA accelerated processing. The initial set of functionality in the library focuses on imaging and video processing and is widely applicable for developers in these areas. NVPP will evolve over time to encompass more of the compute heavy tasks in a variety of problem domains. The NVPP library is written to maximize flexibility, while maintaining high performance.

NVPP can be used in one of two ways:

  • A stand-alone library for adding GPU acceleration to an application with minimal effort. Using this route allows developers to add GPU acceleration to their applications in a matter of hours.
  • A cooperative library for interoperating with a developer’s GPU code efficiently.

Either route allows developers to harness the massive compute resources of NVIDIA GPUs, while simultaneously reducing development times. The NVPP API matches the Intel Performance Primitives (IPP) library API so that porting existing IPP code to the GPU is easy to do.  For more information and to sign up for access to the beta release of NVPP, visit the NVPP website.