CUDA: When to use shared memory and when to rely on L1 caching?
Caching data through several memory layers always needs to follow a cache-coherency protocol. There are several such protocols and the decision on which one is the most suitable is always a trade off.
You can have a look at some examples:
Related to GPUs
Generally for computing units
I don't want to get in many details, because it is a huge domain and I am not an expert. What I want to point out is that in a shared-memory system (here the term shared does not refer to the so called shared memory of GPUs) where many compute-units (CUs) need data concurrently there is a memory protocol that attempts to keep the data close to the units so that can fetch them as fast as possible. In the example of a GPU when many threads in the same SM (symmetric multiprocessor) access the same data there should be a coherency in the sense that if thread 1 reads a chunk of bytes from the global memory and in the next cycle thread 2 is going to access these data, then an efficient implementation would be such that thread 2 is aware that data are found already in L1 cache and can access it fast. This is what the cache coherency protocol attempts to achieve, to let all compute units be up to date with what data exist in caches L1, L2 and so on.
However, keeping threads up to date, or else, keeping threads in coherent states, comes at some cost which is essentially missing cycles.
In CUDA by defining the memory as shared rather than L1-cache you free it from that coherency protocol. So access to that memory (which is physically the same piece of whatever material it is) is direct and does not implicitly call the functionality of coherency protocol.
I don't know how fast should this be, I didn't perform any such benchmark but the idea is that since you don't pay anymore for this protocol the access should be faster!
Of course, the shared memory on NVIDIA GPUs is split in banks and if someone wants to use it for performance improvement should have a look at this before. The reason is bank conflicts that occur when two threads access the same bank and this causes serialization of the access..., but that's another thing link
2 big reasons why automatic caching is less efficient than manual scratch pad memory (applies to CPUs as well)
- parallel accesses to random addresses are more efficient. Example: histogramming. Let's say you want to increment N bins, and each are > 256 bytes apart. Then due to coalescing rules, that will result in N serial reads/writes since global and cache memory is organized in large ~256byte blocks. Shared memory doesn't have that problem.
Also to access global memory, you have to do virtual to physical address translation. Having a TLB that can do lots of translations in || will be quite expensive. I haven't seen any SIMD architecture that actually does vector loads/stores in || and I believe this is the reason why.
- avoids writing back dead values to memory, which wastes bandwidth & power. Example: in an image processing pipeline, you don't want your intermediate images to get flushed to memory.
Also, according to an NVIDIA employee, current L1 caches are write-through (immediately writes to L2 cache), which will slow down your program.
So basically, the caches get in the way if you really want performance.
As far as i know, L1 cache in a GPU behaves much like the cache in a CPU. So your comment that "This is as opposed to values in L1, which get evicted if they are not used often enough" doesn't make much sense to me
Data on L1 cache isn't evicted when it isn't used often enough. Usually it is evicted when a request is made for a memory region that wasn't previously in cache, and whose address resolves to one that is already in use. I don't know the exact caching algorithm employed by NVidia, but assuming a regular n-way associative, then each memory entry can only be cached in a small subset of the entire cache, based on it's address
I suppose this may also answer your question. With shared memory, you get full control as to what gets stored where, while with cache, everything is done automatically. Even though the compiler and the GPU can still be very clever in optimizing memory accesses, you can sometimes still find a better way, since you're the one who knows what input will be given, and what threads will do what (to a certain extent of course)