Mou*_*rew 1 cuda memory-alignment
我有一个模拟计算在电场和磁场中移动的带电粒子的3D矢量. 我尝试使用说明__align__符在CUDA中加速这一点,认为可能限制因素是全局内存读取和写入,但使用__align__最终减慢它(可能是因为它增加了总内存需求).我也试过使用float3,float4但他们的表现相似
我已经创建了此代码的简化版本并将其粘贴在下面以显示我的问题. 下面的代码应该是可编译并通过改变的定义CASE在第四行至0,1或2,可以尝试我上述不同的选项. 两个函数,ParticleMoverCPU并且ParticleMoverGPU被定义为比较CPU VS GPU性能.
谢谢!
CPU - Intel Xeon E5620 @ 2.40GHz
GPU - NVIDIA Tesla C2070
// CASE 0: Regular struct with 3 floats
// CASE 1: Aligned struct using __align__(16) with 3 floats
// CASE 2: float3
#define CASE 0 // define to either 0, 1 or 2 as described above
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
#include <Windows.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
#include <malloc.h>
#include <sys/stat.h>
#define CEX 10 // x-value of electric field (dimensionless and arbitrary)
#define CEY 0.1 // y-value of electric field (dimensionless and arbitrary)
#define CEZ 0.1 // z-value of electric field (dimensionless and arbitrary)
#define CBX 0.1 // x-value of magnetic field (dimensionless and arbitrary)
#define CBY 0.1 // x-value of magnetic field (dimensionless and arbitrary)
#define CBZ 10 // x-value of magnetic field (dimensionless and arbitrary)
#define FACTOR 15 // I played around with these numbers until I got the best speedup
#define THREADS 256 // I played around with these numbers until I got the best speedup
typedef struct{
float x;
float y;
float z;
} VecCPU; //Struct for vectors for CPU calculation
// Fastest method seems to be a regular unaligned struct with 3 floats
#if CASE==0
typedef struct {
float x;
float y;
float z;
} VecGPU;
#endif
#if CASE==1
// This method seems to be less fast. It is an attempt to align for memory coalescence
typedef struct __align__(16){
float x;
float y;
float z;
} VecGPU;
#endif
// Using float3 seems to be about the same as defining our own vector3 structure
#if CASE==2
typedef float3 VecGPU;
#endif
VecCPU *pos_c, *vel_c; // global position and velocity vectors for CPU calculation
__constant__ VecGPU *pos_d, *vel_d; // pointers in constant memory which we will point to data in global memory
void ParticleMoverCPU(int np, int ts, float dt){
int n = 0;
while (n < np){
VecCPU vminus, tvec, vprime, vplus;
float tvec_fact;
int it = 0;
while (it < ts){
// ----- Update velocities by the Boris method ------ //
vminus.x = vel_c[n].x + CEX*0.5*dt;
vminus.y = vel_c[n].y + CEY*0.5*dt;
vminus.z = vel_c[n].z + CEZ*0.5*dt;
tvec.x = CBX*0.5*dt;
tvec.y = CBY*0.5*dt;
tvec.z = CBZ*0.5*dt;
tvec_fact = 2 / (1 + tvec.x*tvec.x + tvec.y*tvec.y + tvec.z*tvec.z);
vprime.x = vminus.x + vminus.y*tvec.z - vminus.z*tvec.y;
vprime.y = vminus.y + vminus.z*tvec.x - vminus.x*tvec.z;
vprime.z = vminus.z + vminus.x*tvec.y - vminus.y*tvec.x;
vplus.x = vminus.x + (vprime.y*tvec.z - vprime.z*tvec.y)*tvec_fact;
vplus.y = vminus.y + (vprime.z*tvec.x - vprime.x*tvec.z)*tvec_fact;
vplus.z = vminus.z + (vprime.x*tvec.y - vprime.y*tvec.x)*tvec_fact;
vel_c[n].x = vplus.x + CEX*0.5*dt;
vel_c[n].y = vplus.y + CEY*0.5*dt;
vel_c[n].z = vplus.z + CEZ*0.5*dt;
// ------ Update Particle positions -------------- //
pos_c[n].x += vel_c[n].x*dt;
pos_c[n].y += vel_c[n].y*dt;
pos_c[n].z += vel_c[n].z*dt;
it++;
}
n++;
}
}
__global__ void ParticleMoverGPU(register int np,register int ts, register float dt){
register int n = threadIdx.x + blockDim.x * blockIdx.x;
while (n < np){
register VecGPU vminus, tvec, vprime, vplus;// , vtemp;
register float tvec_fact;
register int it = 0;
while (it < ts){
// ----- Update velocities by the Boris method ------ //
vminus.x = vel_d[n].x + CEX*0.5*dt;
vminus.y = vel_d[n].y + CEY*0.5*dt;
vminus.z = vel_d[n].z + CEZ*0.5*dt;
tvec.x = CBX*0.5*dt;
tvec.y = CBY*0.5*dt;
tvec.z = CBZ*0.5*dt;
tvec_fact = 2 / (1 + tvec.x*tvec.x + tvec.y*tvec.y + tvec.z*tvec.z);
vprime.x = vminus.x + vminus.y*tvec.z - vminus.z*tvec.y;
vprime.y = vminus.y + vminus.z*tvec.x - vminus.x*tvec.z;
vprime.z = vminus.z + vminus.x*tvec.y - vminus.y*tvec.x;
vplus.x = vminus.x + (vprime.y*tvec.z - vprime.z*tvec.y)*tvec_fact;
vplus.y = vminus.y + (vprime.z*tvec.x - vprime.x*tvec.z)*tvec_fact;
vplus.z = vminus.z + (vprime.x*tvec.y - vprime.y*tvec.x)*tvec_fact;
vel_d[n].x = vplus.x + CEX*0.5*dt;
vel_d[n].y = vplus.y + CEY*0.5*dt;
vel_d[n].z = vplus.z + CEZ*0.5*dt;
// ------ Update Particle positions -------------- //
pos_d[n].x += vel_d[n].x*dt;
pos_d[n].y += vel_d[n].y*dt;
pos_d[n].z += vel_d[n].z*dt;
it++;
}
n += blockDim.x*gridDim.x;
}
}
int main(void){
int np = 50000; // Number of Particles
const int ts = 1000; // Number of Time-steps
const float dt = 1E-3; // Time-step value
// ----------- CPU ----------- //
pos_c = (VecCPU*)malloc(sizeof(VecCPU)*np); // allocate memory for position
vel_c = (VecCPU*)malloc(sizeof(VecCPU)*np); // allocate memory for velocity
for (int n = 0; n < np; n++){
pos_c[n].x = 0; pos_c[n].y = 0; pos_c[n].z = 0; // zero out position for CPU variables
vel_c[n].x = 0; vel_c[n].y = 0; vel_c[n].z = 0; // zero out velocity for CPU variables
}
printf("Starting CPU kernel\n");
clock_t startCPU;
float CPUtime;
startCPU = clock();
ParticleMoverCPU(np, ts, dt); // Launch CPU kernel
CPUtime = ((float)(clock() - startCPU)) / CLOCKS_PER_SEC;
printf("CPU kernel finished\n");
// Ouput final CPU computation time
printf("CPUtime = %6.1f ms\n", ((float)CPUtime)*1E3);
// ------------ GPU ----------- //
cudaFuncSetCacheConfig(ParticleMoverGPU, cudaFuncCachePreferL1); //Set memory preference to L1 (doesn't have much effect)
cudaDeviceProp deviceProp;
cudaGetDeviceProperties(&deviceProp, 0);
int blocks = deviceProp.multiProcessorCount;
VecGPU *pos_g, *vel_g, *pos_l, *vel_l;
pos_g = (VecGPU*)malloc(sizeof(VecGPU)*np); // allocate memory for positions on the CPU
vel_g = (VecGPU*)malloc(sizeof(VecGPU)*np); // allocate memory for velocities on the CPU
cudaMalloc((void**)&pos_l, sizeof(VecGPU)*np); // allocate memory for positions on the GPU
cudaMalloc((void**)&vel_l, sizeof(VecGPU)*np); // allocate memory for velocities on the GPU
cudaMemcpyToSymbol(pos_d, &pos_l, sizeof(void*)); // copy memory address of position to the constant memory pointer pos_d
cudaMemcpyToSymbol(vel_d, &vel_l, sizeof(void*)); // copy memory address of velocity to the constant memory pointer vel_d
for (int n = 0; n < np; n++){
pos_g[n].x = 0; pos_g[n].y = 0; pos_g[n].z = 0; // zero out position for GPU variables (before copying to GPU)
vel_g[n].x = 0; vel_g[n].y = 0; vel_g[n].z = 0; // zero out velocity for GPU variables (before copying to GPU)
}
cudaMemcpy(pos_l, pos_g, sizeof(VecGPU)*np, cudaMemcpyHostToDevice); // Copy positions to GPU global memory
cudaMemcpy(vel_l, vel_g, sizeof(VecGPU)*np, cudaMemcpyHostToDevice); // Copy velocities to GPU global memory
printf("Starting GPU kernel\n");
// start cuda timer
cudaEvent_t start, stop;
cudaEventCreate(&start);
cudaEventCreate(&stop);
cudaEventRecord(start, 0);
ParticleMoverGPU <<<blocks*FACTOR, THREADS >>>(np, ts, dt); // Launch GPU kernel
//stop cuda timer
cudaEventRecord(stop, 0);
cudaEventSynchronize(stop);
float elapsedTime;
cudaEventElapsedTime(&elapsedTime, start, stop);
cudaEventDestroy(start);
cudaEventDestroy(stop);
printf("GPU kernel finished\n");
cudaMemcpy(pos_g, pos_l, sizeof(VecGPU)*np, cudaMemcpyDeviceToHost); // Copy positions from GPU memory back to CPU
cudaMemcpy(vel_g, vel_l, sizeof(VecGPU)*np, cudaMemcpyDeviceToHost); // Copy velocities from GPU memory back to CPU
// Ouput GPU computation time
printf("GPUtime = %6.1f ms\n", elapsedTime);
// Output speedup factor
printf("CASE=%i, Speedup = %4.2f\n",CASE, CPUtime*1E3 / elapsedTime);
// free allocated memory
cudaFree(pos_l);
cudaFree(vel_l);
free(pos_g);
free(vel_g);
free(pos_c);
free(vel_c);
}
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对于CASE 0(常规向量结构),我得到:
CPUtime = 1302.0 ms
GPUtime = 21.8 ms
Speedup = 59.79
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对于CASE 1(__align__(16)vector struct),我得到:
CPUtime = 1298.0 ms
GPUtime = 24.5 ms
Speedup = 53.08
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对于CASE 2(使用float3)我得到:
CPUtime = 1305.0 ms
GPUtime = 21.8 ms
Speedup = 59.80
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如果我使用float4而不是float3我得到类似于__align__(16)方法的东西.
谢谢!!
__constant__记忆中的指针浪费你的时间.我不确定为什么你会跳过所有这些篮球. register到处掉落是浪费你的时间.你告诉它尽可能使用寄存器,你并不比编译器聪明.目前尚不清楚你是否理解"合并"是什么.数据的对齐仅切向影响内存事务合并的能力.更重要的是,给定内存事务中warp中相邻线程生成的实际地址 - 它们是指相邻的内存位置吗?如果是这样,事情可能很好地融合.如果没有,可能不是.所以你有一个"自然"占用12个字节的数据结构,在一种情况下(较慢的一个)你要告诉它占用16个字节.这究竟是做什么的?要回答这个问题,我们必须查看给定的事务:
vminus.x = vel_d[n].x + CEX*0.5*dt;
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上述事务正在请求vel_d向量的x分量.在"非对齐"情况下,该数据将像这样存储,并且上述交易将"询问"已加星标的数量(每个经线32个):
mem idx: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 ...
vel_d: x0 y0 z0 x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5 ...
* * * * * * ...
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在"对齐"的情况下,上面的模式看起来像:
mem idx: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 ...
vel_d: x0 y0 z0 ?? x1 y1 z1 ?? x2 y2 z2 ?? x3 y3 z3 ?? x4 y4 z4 ...
* * * * * ...
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因此,我们看到当您指定align指令时,打包的密度较低,并且给定的128字节高速缓存行为给定事务提供较少的必需项.因此,必须从全局内存中检索更多的高速缓存行,以在对齐情况下满足这一个读取请求.这可能是您所看到的差异大约10-20%.
但我们可以比上面做的更好.您有一个经典的AoS(结构阵列)数据存储方案,这对于GPU编程来说是规范的.标准性能增强是从AoS转换为SoA存储.这意味着打破了x,y,z您的组分pos和vel载体引入单独的阵列中,每个,然后访问这些.(或者,因为您正在处理单个线程中的所有组件,您可以尝试执行向量加载.但这是一个单独的讨论.)然后所需的存储和加载模式变为:
mem idx: 0 1 2 3 4 5 6 7 8 9 ...
vel_d_x: x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 ...
* * * * * * * * * * ...
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代码可能如下所示:
vminus.x = vel_d_x[n] + CEX*0.5*dt;
vminus.y = vel_d_y[n] + CEY*0.5*dt;
vminus.z = vel_d_z[n] + CEZ*0.5*dt;
Run Code Online (Sandbox Code Playgroud)以下代码实现了上述一些功能,包括GPU端的AoS - > SoA转换,并且应该比任何情况都快.
$ cat t895.cu
// CASE 0: Regular struct with 3 floats
// CASE 1: Aligned struct using __align__(16) with 3 floats
// CASE 2: float3
#define CASE 0 // define to either 0, 1 or 2 as described above
#include <stdio.h>
#include <math.h>
#include <time.h>
#include <malloc.h>
#include <sys/stat.h>
#define CEX 10 // x-value of electric field (dimensionless and arbitrary)
#define CEY 0.1 // y-value of electric field (dimensionless and arbitrary)
#define CEZ 0.1 // z-value of electric field (dimensionless and arbitrary)
#define CBX 0.1 // x-value of magnetic field (dimensionless and arbitrary)
#define CBY 0.1 // x-value of magnetic field (dimensionless and arbitrary)
#define CBZ 10 // x-value of magnetic field (dimensionless and arbitrary)
#define FACTOR 15 // I played around with these numbers until I got the best speedup
#define THREADS 256 // I played around with these numbers until I got the best speedup
typedef struct{
float x;
float y;
float z;
} VecCPU; //Struct for vectors for CPU calculation
// Fastest method seems to be a regular unaligned struct with 3 floats
#if CASE==0
typedef struct {
float x;
float y;
float z;
} VecGPU;
#endif
#if CASE==1
// This method seems to be less fast. It is an attempt to align for memory coalescence
typedef struct __align__(16){
float x;
float y;
float z;
} VecGPU;
#endif
// Using float3 seems to be about the same as defining our own vector3 structure
#if CASE==2
typedef float3 VecGPU;
#endif
VecCPU *pos_c, *vel_c; // global position and velocity vectors for CPU calculation
void ParticleMoverCPU(int np, int ts, float dt){
int n = 0;
while (n < np){
VecCPU vminus, tvec, vprime, vplus;
float tvec_fact;
int it = 0;
while (it < ts){
// ----- Update velocities by the Boris method ------ //
vminus.x = vel_c[n].x + CEX*0.5*dt;
vminus.y = vel_c[n].y + CEY*0.5*dt;
vminus.z = vel_c[n].z + CEZ*0.5*dt;
tvec.x = CBX*0.5*dt;
tvec.y = CBY*0.5*dt;
tvec.z = CBZ*0.5*dt;
tvec_fact = 2 / (1 + tvec.x*tvec.x + tvec.y*tvec.y + tvec.z*tvec.z);
vprime.x = vminus.x + vminus.y*tvec.z - vminus.z*tvec.y;
vprime.y = vminus.y + vminus.z*tvec.x - vminus.x*tvec.z;
vprime.z = vminus.z + vminus.x*tvec.y - vminus.y*tvec.x;
vplus.x = vminus.x + (vprime.y*tvec.z - vprime.z*tvec.y)*tvec_fact;
vplus.y = vminus.y + (vprime.z*tvec.x - vprime.x*tvec.z)*tvec_fact;
vplus.z = vminus.z + (vprime.x*tvec.y - vprime.y*tvec.x)*tvec_fact;
vel_c[n].x = vplus.x + CEX*0.5*dt;
vel_c[n].y = vplus.y + CEY*0.5*dt;
vel_c[n].z = vplus.z + CEZ*0.5*dt;
// ------ Update Particle positions -------------- //
pos_c[n].x += vel_c[n].x*dt;
pos_c[n].y += vel_c[n].y*dt;
pos_c[n].z += vel_c[n].z*dt;
it++;
}
n++;
}
}
__global__ void ParticleMoverGPU(float *vel_d_x, float *vel_d_y, float *vel_d_z, float *pos_d_x, float *pos_d_y, float *pos_d_z, int np,int ts, float dt){
int n = threadIdx.x + blockDim.x * blockIdx.x;
while (n < np){
VecGPU vminus, tvec, vprime, vplus;// , vtemp;
register float tvec_fact;
register int it = 0;
while (it < ts){
// ----- Update velocities by the Boris method ------ //
vminus.x = vel_d_x[n] + CEX*0.5*dt;
vminus.y = vel_d_y[n] + CEY*0.5*dt;
vminus.z = vel_d_z[n] + CEZ*0.5*dt;
tvec.x = CBX*0.5*dt;
tvec.y = CBY*0.5*dt;
tvec.z = CBZ*0.5*dt;
tvec_fact = 2 / (1 + tvec.x*tvec.x + tvec.y*tvec.y + tvec.z*tvec.z);
vprime.x = vminus.x + vminus.y*tvec.z - vminus.z*tvec.y;
vprime.y = vminus.y + vminus.z*tvec.x - vminus.x*tvec.z;
vprime.z = vminus.z + vminus.x*tvec.y - vminus.y*tvec.x;
vplus.x = vminus.x + (vprime.y*tvec.z - vprime.z*tvec.y)*tvec_fact;
vplus.y = vminus.y + (vprime.z*tvec.x - vprime.x*tvec.z)*tvec_fact;
vplus.z = vminus.z + (vprime.x*tvec.y - vprime.y*tvec.x)*tvec_fact;
vel_d_x[n] = vplus.x + CEX*0.5*dt;
vel_d_y[n] = vplus.y + CEY*0.5*dt;
vel_d_z[n] = vplus.z + CEZ*0.5*dt;
// ------ Update Particle positions -------------- //
pos_d_x[n] += vel_d_x[n]*dt;
pos_d_y[n] += vel_d_y[n]*dt;
pos_d_z[n] += vel_d_z[n]*dt;
it++;
}
n += blockDim.x*gridDim.x;
}
}
int main(void){
int np = 50000; // Number of Particles
const int ts = 1000; // Number of Time-steps
const float dt = 1E-3; // Time-step value
// ----------- CPU ----------- //
pos_c = (VecCPU*)malloc(sizeof(VecCPU)*np); // allocate memory for position
vel_c = (VecCPU*)malloc(sizeof(VecCPU)*np); // allocate memory for velocity
for (int n = 0; n < np; n++){
pos_c[n].x = 0; pos_c[n].y = 0; pos_c[n].z = 0; // zero out position for CPU variables
vel_c[n].x = 0; vel_c[n].y = 0; vel_c[n].z = 0; // zero out velocity for CPU variables
}
printf("Starting CPU kernel\n");
clock_t startCPU;
float CPUtime;
startCPU = clock();
ParticleMoverCPU(np, ts, dt); // Launch CPU kernel
CPUtime = ((float)(clock() - startCPU)) / CLOCKS_PER_SEC;
printf("CPU kernel finished\n");
// Ouput final CPU computation time
printf("CPUtime = %6.1f ms\n", ((float)CPUtime)*1E3);
// ------------ GPU ----------- //
cudaFuncSetCacheConfig(ParticleMoverGPU, cudaFuncCachePreferL1); //Set memory preference to L1 (doesn't have much effect)
cudaDeviceProp deviceProp;
cudaGetDeviceProperties(&deviceProp, 0);
int blocks = deviceProp.multiProcessorCount;
float *pos_g_x, *pos_g_y, *pos_g_z, *vel_g_x, *vel_g_y, *vel_g_z, *pos_l_x, *pos_l_y, *pos_l_z, *vel_l_x, *vel_l_y, *vel_l_z;
pos_g_x = (float*)malloc(sizeof(float)*np); // allocate memory for positions on the CPU
vel_g_x = (float*)malloc(sizeof(float)*np); // allocate memory for velocities on the CPU
pos_g_y = (float*)malloc(sizeof(float)*np); // allocate memory for positions on the CPU
vel_g_y = (float*)malloc(sizeof(float)*np); // allocate memory for velocities on the CPU
pos_g_z = (float*)malloc(sizeof(float)*np); // allocate memory for positions on the CPU
vel_g_z = (float*)malloc(sizeof(float)*np); // allocate memory for velocities on the CPU
cudaMalloc((void**)&pos_l_x, sizeof(float)*np); // allocate memory for positions on the GPU
cudaMalloc((void**)&vel_l_x, sizeof(float)*np); // allocate memory for velocities on the GPU
cudaMalloc((void**)&pos_l_y, sizeof(float)*np); // allocate memory for positions on the GPU
cudaMalloc((void**)&vel_l_y, sizeof(float)*np); // allocate memory for velocities on the GPU
cudaMalloc((void**)&pos_l_z, sizeof(float)*np); // allocate memory for positions on the GPU
cudaMalloc((void**)&vel_l_z, sizeof(float)*np); // allocate memory for velocities on the GPU
for (int n = 0; n < np; n++){
pos_g_x[n] = 0; pos_g_y[n] = 0; pos_g_z[n] = 0; // zero out position for GPU variables (before copying to GPU)
vel_g_x[n] = 0; vel_g_y[n] = 0; vel_g_z[n] = 0; // zero out velocity for GPU variables (before copying to GPU)
}
cudaMemcpy(pos_l_x, pos_g_x, sizeof(float)*np, cudaMemcpyHostToDevice); // Copy positions to GPU global memory
cudaMemcpy(vel_l_x, vel_g_x, sizeof(float)*np, cudaMemcpyHostToDevice); // Copy velocities to GPU global memory
cudaMemcpy(pos_l_y, pos_g_y, sizeof(float)*np, cudaMemcpyHostToDevice); // Copy positions to GPU global memory
cudaMemcpy(vel_l_y, vel_g_y, sizeof(float)*np, cudaMemcpyHostToDevice); // Copy velocities to GPU global memory
cudaMemcpy(pos_l_z, pos_g_z, sizeof(float)*np, cudaMemcpyHostToDevice); // Copy positions to GPU global memory
cudaMemcpy(vel_l_z, vel_g_z, sizeof(float)*np, cudaMemcpyHostToDevice); // Copy velocities to GPU global memory
printf("Starting GPU kernel\n");
// start cuda timer
cudaEvent_t start, stop;
cudaEventCreate(&start);
cudaEventCreate(&stop);
cudaEventRecord(start, 0);
ParticleMoverGPU <<<blocks*FACTOR, THREADS >>>(vel_l_x, vel_l_y, vel_l_z, pos_l_x, pos_l_y, pos_l_z, np, ts, dt); // Launch GPU kernel
//stop cuda timer
cudaEventRecord(stop, 0);
cudaEventSynchronize(stop);
float elapsedTime;
cudaEventElapsedTime(&elapsedTime, start, stop);
cudaEventDestroy(start);
cudaEventDestroy(stop);
printf("GPU kernel finished\n");
// Ouput GPU computation time
printf("GPUtime = %6.1f ms\n", elapsedTime);
// Output speedup factor
printf("CASE=%i, Speedup = %4.2f\n",CASE, CPUtime*1E3 / elapsedTime);
}
$ nvcc -O3 -o t895 t895.cu
$ ./t895
Starting CPU kernel
CPU kernel finished
CPUtime = 923.6 ms
Starting GPU kernel
GPU kernel finished
GPUtime = 12.3 ms
CASE=0, Speedup = 74.95
$
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