Scan Primitives
Scan Primitives
Abstract
The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad
range of applications. We describe GPU implementations of these primitives, specifically an efficient formulation
and implementation of segmented scan, on NVIDIA GPUs using the CUDA API. Using the scan primitives, we
show novel GPU implementations of quicksort and sparse matrix-vector multiply, and analyze the performance
of the scan primitives, several sort algorithms that use the scan primitives, and a graphical shallow-water fluid
simulation using the scan framework for a tridiagonal matrix solver.
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Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
threads 1: x[n − 1] ← 0
2: for d = log2 n − 1 down to 0 do
0 1 2 3 4 5 6 7 3: for all k = 0 to n − 1 by 2d+1 in parallel do
4: t ← x[k + 2d − 1]
5: x[k + 2d − 1] ← x[k + 2d+1 − 1]
a 6: x[k + 2d+1 − 1] ← t + x[k + 2d+1 − 1]
reduce
Algorithm 2: The down-sweep phase of a work-efficient
parallel unsegmented scan algorithm.
i j
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Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
computing partial-sum results at each internal node of the Head flag representation and API In our implementation,
tree. For example, in Figure 1, a is the sum of the values in segments are denoted by a head flag vector that has the same
threads 2 and 3. Segmented scan must compute intermediate length as the input vector. If an element in the input vector
results for both the data and the head flags. The partial OR is the first element of a segment, the corresponding entry in
flag is simply the logical OR of two input head flags. The the head flag is set to 1. All other entries in the head flag
partial data sums are computed just as in unsegmented scan vector are set to 0. Even though head flags appear on top
unless the right parent’s head flag is set, in which case the of elements in this case, it is conceptually easier to think of
right parent’s data element is taken unmodified. Pseudocode head flags as situated between two elements, the first element
for the reduce phase is shown in Algorithm 3. of the current segment and the last element of the previous
segment (going from left to right). This distinction becomes
1: for d = 1 to log2 n − 1 do important in the case of backward segmented scan where
2: for all k = 0 to n − 1 by 2d+1 in parallel do simply flipping the flags is conceptually different from doing
3: if f [k + 2d+1 − 1] is not set then the segmented scan from right to left. In this case, the flags
4: x[k + 2d+1 − 1] ← x[k + 2d − 1] + x[k + 2d+1 − 1] must be shifted right by one.
5: f [k + 2d+1 − 1] ← f [k + 2d − 1] | f [k + 2d+1 − 1] flag: 0 0 0 1 0 0 0 0
data: 1 2 3 4 5 6 7 8
Algorithm 3: The reduce (up-sweep) phase of a segmented
scan algorithm. x denotes the partial sums and f denotes the flip-flag: 0 0 0 0 1 0 0 0
partial OR flags. flip-data: 8 7 6 5 4 3 2 1
We see that flipping the flag and the data isn’t the same
As in scan, the down-sweep phase traverses back down as walking from right to left since the segment should start
the tree from the root using the partial sums from the reduce from 3 but instead starts from 4. Hence the flags need to be
phase. The key difference from the unsegmented scan algo- shifted one position to the right after flipping. Now we can
rithm is that the right child (z in Figure 1) is not always set use the segmented scan algorithm to do backward segmented
to the sum of its parent’s value (x) and the former value of its scan by flipping the final result at the end.
left sibling (w). The right child (z) of x is set to 0 (the iden-
tity element) if the flag in the position to the right of x is set Efficient storage of flags Since flags are Boolean values, it
in the input flag vector. Otherwise, if the partial OR stored is space-inefficient to store them as 4-byte words. We orig-
in the same position in the tree is set, the right child (z) is set inally intended to pack 32 flags into a single integer. How-
to the original value of its left sibling (w). If neither flag is ever, the read-modify-write semantics of parallel threads in
set, the right child (z) receives the sum of its parent (x) and CUDA preclude this approach (Section 5).
the original value of its left sibling (w). The pseudocode for
the down-sweep phase is shown in Algorithm 4.
f0 | f32 | f64 | f96 f1 | f33 | f65 | f97 ··· f31 | f63 | f95 | f127
1: x[n − 1] ← 0 word 0 word 1 word 31
2: for d = log2 n − 1 down to 0 do
Instead, we store one flag per byte as shown in the figure
3: for all k = 0 to n − 1 by 2d+1 in parallel do
above. To reduce shared memory bank conflicts, we allocate
4: t ← x[k + 2d − 1]
flags in chunks of 32 contiguous 4-byte words with four flags
5: x[k + 2d − 1] ← x[k + 2d+1 − 1]
per word. Our choice of 32 reflects the 32-thread SIMD warp
6: if fi [k + 2d ] is set then
size in NVIDIA 8-Series GPUs. We stripe the flags across
7: x[k + 2d+1 − 1] ← 0
the 32 words in a chunk with a spacing of four bytes between
8: else if f [k + 2d − 1] is set then
consecutive flags, wrapping to the beginning of the chunk
9: x[k + 2d+1 − 1] ← t
every 32 flags.
10: else
11: x[k + 2d+1 − 1] ← t + x[k + 2d+1 − 1] Our implementation may benefit from other head flag rep-
12: Unset flag f [k + 2d − 1] resentations. Blelloch proposes two [Ble90]: a vector of seg-
ment lengths and a vector of head pointers (similar to row-
Algorithm 4: The down-sweep phase of a segmented scan Ptr in Section 4.2). Head flags have two advantages over
algorithm. these representations; first, they are associated directly with
each element rather than being stored in a separate data
structure; second, these separate data structures have a dif-
2.2.2. Segmented scan implementation ferent size from the vector of data elements and are thus
Besides the algorithmic difference, our segmented scan im- harder to parallelize across thread blocks. Nonetheless, the
plementation differs from our scan implementation [HSO07] difficulties we had with storing and computing head flags
in two major ways: the representation and storage of flags motivate continued investigation into alternate segmented
and the merging of results for multi-block segmented scans. representations.
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‡ Note that the second-level segmented scan takes three inputs in- § Split-and-segment requires an additional scan to copy the number
stead of the usual two. The third input is a partial OR tree repre- of falses in each segment to all elements in that segment. We use a
sented as a vector. For the top-level segmented scan, the flag vector similar technique to reduce Blelloch’s 3-scan split-and-segment to
and partial OR tree are identical so the third input is implicit. our 2-scan split-and-segment.
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Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
[t f t f f t f] # in [5 3 7 4 6] # initial input
[0 1 0 1 1 0 1] # e = set 1 in false elts. [5 5 5 5 5] # distribute pivot across segment
[0 0 1 1 2 3 3] # f = enumerate with false=1 [f f t f t] # input > pivot?
4 # add two last elts. in e, f [5 3 4][7 6] # split-and-segment
# == total # of falses [5 5 5][7 7] # distribute pivot across segment
# set as shared variable NF [t f f][t f] # input >= pivot?
[0 1 2 3 4 5 6] # each thread knows its id [3 4 5][6 7] # split-and-segment, done!
[4 5 5 6 6 6 7] # t = id - f + NF Figure 2: This quicksort example requires two passes, with
[4 0 5 1 2 6 3] # addr = e ? f : t three segmented scans per pass (one for the pivot distribute,
[f f f f t t t] # out[addr] = in (scatter) two within split-and-segment).
3. Experimental Methodology
For our results, we used an NVIDIA GeForce 8800 GTX 4. Applications
GPU connected via PCI Express 16x to an Intel Xeon
4.1. Quicksort
3.0 GHz CPU. Our applications ran atop Windows XP with
NVIDIA driver version 97.73 and the beta release of the Quicksort is a popular, efficient primitive for sorting on se-
CUDA Toolkit (version dated 14 February 2007). rial machines. Its control complexity and irregular paral-
lelism have prevented previous implementations on GPUs,
Unless otherwise noted, timing information is specified
but the segmented scan primitive leads to an elegant formu-
for GPU computation only and does not include transfer time
lation credited to Blelloch [Ble90].
to or from the GPU. We feel this best reflects the use of the
primitives we describe here, which we expect will be used as Our algorithm runs in parallel over all segments in the in-
components in larger GPU-based computations and would put. All communication between elements (threads) in the
rarely stand alone. To amortize startup costs, we typically algorithm is within a single segment, so the segmented scan
run each computation serially many times and present an av- primitives are an ideal fit. We begin by choosing a pivot el-
erage runtime for each computation. ement in each segment (we choose the first element in the
segment) and then distributing that pivot across the segment.
We then compare the input element to the pivot. On alternat-
3.1. Impact of G80 Hardware ing passes through the algorithm we compare either greater-
NVIDIA 8-Series GPUs deliver new hardware functionality than or greater-than-or-equal. The comparison produces a
that adds new capabilities to the GPGPU toolbox. From the segmented vector of trues and falses, which we use to split-
perspective of this work, the two most important are the ad- and-segment the input; smaller elements move to the head
dition of 16 kB of shared memory per multiprocessor and the of the vector and larger elements to the end. Each segment
support of generalized scatter within the GPU programmable splits into two¶ . We begin with a single segment that spans
units. the entire input and finish when the output is sorted, which
we check with a global reduction after each step. Figure 2
Shared memory The addition of shared memory enables
shows a small example.
more efficient data sharing between threads and improves
overall performance by eliminating memory traffic to
main GPU memory. However, shared memory does not 4.2. Sparse Matrix-Vector Multiply
introduce any new functionality that was not available on Matrix-based numerical computations are a good match for
previous hardware. the GPU for two reasons: first, they are computationally in-
Scatter Scatter, on the other hand, does introduce function- tense, and second, they exhibit substantial parallelism. Rep-
ality not present on older NVIDIA GPUs. While the scan resentative GPGPU efforts focusing on matrix computations
and segmented scan primitives could be implemented on include Larsen and McAllister’s 2001 dense-matrix multipli-
older hardware, scatter enables higher performance and cation study [LM01], Moravánszky’s dense matrix represen-
storage efficiency. Scatter is efficient but not necessary tation [Mor02], or Krüger and Westermann’s general linear
for such operations as pack; when the vector of scanned algebra framework [KW03].
data items is ordered, as in the enumerate operation
Sparse matrices are key components of many important
used by pack, Horn’s gather-search operation [Hor05] em-
numerical computing algorithms, including singular value
ulates scatter at the cost of log n passes. Buck summa-
rizes other methods for implementing scatter on older
GPUs [Buc05].
¶ Instead of alternating comparisons and a 2-way split, Blelloch
Scatter functionality is available in the R520 and R600 always uses the same comparison and uses a 3-way split instead.
families of AMD GPUs [PSG06]. Thus we expect that the We found the additional control complexity of a 3-way split, and
techniques we describe are also directly applicable to AMD the additional number of segmented scans it required, did not justify
GPUs. its fewer number of passes overall.
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Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
c Association for Computing Machinery, Inc. 2007.
Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
threads
Backward Segmented Scan
0 1 2 3 4 5 6 7 Segmented Scan
10
Scan
1
steps
0.1
210 211 212 213 214 215 216 217 218 219 220 221 222 223
Number of Elements
Figure 4: The communication pattern between threads in the Figure 5: Performance results for four types of scan. The
reduce step of a tridiagonal solver is similar to scan. Black most meaningful comparison between the types is between
arrows show communication used by both scan and tridi- scan and the two segmented scans; the “fast” scan processes
agonal solve; gray arrows show additional communication eight elements per thread rather than two and is provided for
needed for tridiagonal solve. The down-sweep communica- reference [HSO07].
tion requirements are also more complex for the tridiagonal
solver.
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Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
trix [Dav94], a 3242×3242, 294,276-element sparse ma- in the multiprocessors (according to the profiler, the occu-
trix that represents incompressible flow in a pressure- pancy is only 1/6). In the long term, as compute costs be-
driven pipe. Using standard accounting for this operation, come cheaper compared to communication costs, complex
we achieve 215 MFLOPS on matrix-vector multiplication programs with large register usage may become more attrac-
(365 matrix-vector multiplies per second), compared to the tive.
highly-optimized, self-tuning “oski” CPU implementation’s We would like to extend our sort implementations to sup-
December 2006 results of 522 MFLOPS on a Pentium 4 and port key-value sorts for better comparison with previous
294 MFLOPS on an AMD Opteron [Gah06]. Most of our GPU sorts. The bitonic sort in the NVIDIA CUDA SDK is
runtime is spent in the backward segmented scan operation single-block only and was thus not suitable for comparison.
and we are hopeful that continued improvements in our im-
plementation will yield further performance gains. Tridiagonal Solver Our tridiagonal solver has little diffi-
Comparison to previous results is difficult because they culty maintaining real-time performance for shallow water
were implemented on older hardware, but as a comparison, simulation. For the 128×128 simulation pictured in the mid-
Bolz et al.’s 2003 implementation on a 500 MHz NVIDIA dle row of Plate 1, we measure 1207 simulation steps per
GeForce FX (15 GFLOPS, 12.8 GB/s bandwidth) achieved second for compute only. The compute time is consider-
120 matrix-vector multiplies per second (not including the ably less than the overhead of mapping and unmapping the
sort time) on a 37k-entry sparse matrix [BFGS03], a factor of vertex buffer(roughly 4:1 overhead:compute). We also com-
24 slower than our implementation on newer (345 GFLOPS, pared our 512×512 solver against a CPU cyclic reduction
86 GB/s) hardware. solver (which is not the serially optimal CPU solver). Run-
ning from GPU main memory, the CUDA implementation
Sort We compared 5 sort implementations: split-based was 3 times faster than the CPU, and using shared memory,
radix sort per block, followed by a parallel merge sort of 12 times faster (2.3 ms vs. 27.6 ms).
blocks [HSO07]; quicksort per block, followed by the paral-
lel merge; a (global) split-based radix sort across all inputs 6. Conclusion
(no merge necessary); and 2 CPU-based sorts using STL’s One of the difficulties with GPGPU programming has been
sort and C’s quicksort routines. For a sort of 4M 32-bit inte- the vertical nature of GPGPU program development. With
gers, runtimes follow. few exceptions, most applications are developed by a single
Test Runtime (ms) team from the API interface to the hardware up to the appli-
GPU global radix 165.0 ms cation itself, with little to no code reuse from other projects.
GPU radix/merge 317.8 ms The field would benefit from a more horizontal model of pro-
CPU STL sort 571.7 ms gram development with libraries of GPGPU primitives avail-
CPU quicksort 908.8 ms able for use by GPGPU applications allowing code reuse and
GPU quicksort/merge 2050.3 ms factorization by GPGPU developers.
These results parallel existing literature; Govindaraju et What should those primitives be? This is a broad and im-
al. concluded that GPU sorts were appreciably but not mas- portant question facing the GPGPU community. For a highly
sively faster than CPU-based sorts [GGKM06], and Blelloch parallel machine such as the GPU, we believe it is impor-
finds “the most practical parallel sorting algorithm” (bitonic tant not just to consider traditional scalar primitives but also
sort) and split-based radix sort had similar performance on primitives that were designed for parallel programming en-
the Connection Machine [Ble90]. Our interest in this paper vironments and machines. The scan primitives are not par-
is more oriented to demonstrating a new GPU-based sort- ticularly well suited for scalar machines, but they are an ex-
ing algorithm, namely quicksort. Quicksort has an excellent cellent match for a broad set of problems on parallel hard-
expected complexity of O(n log n). On scalar CPUs, quick- ware generally and, we believe, specifically the GPU. We
sort is in theory and in practice superior to bitonic sort’s expect that continued investigation of a wide range of po-
O(n log2 n) and in practice nearly always better than radix tential parallel primitives, and optimized implementations of
sort’s O(b) passes. On the GPU, however, quicksort is a poor these primitives, will provide insight for future hardware and
performer for several reasons. software for GPGPU and provide more productive GPGPU
programming environments for future developers.
High-performance sorts are typically bound by band-
width, not compute, but our quicksort implementation is
very definitely bound by compute. In particular, the book- Acknowledgements
keeping instructions to manage multiple active regions in Many thanks to Jim Ahrens, Guy Blelloch, Jeff Inman, and
shared memory and the staging of regions to and from the Pat McCormick for thoughtful discussions about our scan
bank-conflict-free representations used by the segmented implementation and its applications. Richard Vuduc helped
scan together result in both lengthy programs and a large with oski results, David Luebke and Ian Buck provided ex-
number of active registers. Long programs are slow, and us- cellent support of the CUDA tools, and Jeff Bolz helped
ing many registers reduces the occupancy of the program compare our sparse-matrix results to his previous work. Eric
c Association for Computing Machinery, Inc. 2007.
Sengupta, Harris, Zhang, and Owens / Scan Primitives for GPU Computing
Lengyel generated the images for the shallow water simula- [Hor05] H ORN D.: Stream reduction operations for
tion using his C4 game engine. GPGPU applications. In GPU Gems 2, Pharr M., (Ed.).
This work was supported by the Department of En- Addison Wesley, Mar. 2005, ch. 36, pp. 573–589.
ergy (Early Career Principal Investigator Award DE-FG02- [HSC∗ 05] H ENSLEY J., S CHEUERMANN T., C OOMBE
04ER25609, the SciDAC Institute for Ultrascale Visualiza- G., S INGH M., L ASTRA A.: Fast summed-area table
tion, and Los Alamos National Laboratory) and by the Na- generation and its applications. Computer Graphics Fo-
tional Science Foundation (grant 0541448), as well as gen- rum 24, 3 (Sept. 2005), 547–555.
erous hardware donations from NVIDIA.
[HSO07] H ARRIS M., S ENGUPTA S., OWENS J. D.: Par-
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Plate 1: The pictures above are frames from rendering our shallow-water simulation, which uses our GPU-based tridiagonal
matrix solver. Each row displays several frames from a different simulation, with the starting point of the simulation at the left.
The top row simulates a 256×256 grid, the middle row a 128×128 grid, and the bottom row a 64×64 grid. Thanks to Eric
Lengyel for generating these images using his C4 game engine.
c Association for Computing Machinery, Inc. 2007.