7 - GPU Quickies Flashcards

1
Q

In what way(s) is a texturing unit more than just another memory?

A

it is optimized for 2D access (read only)

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2
Q

List and briefly explain (short comments of a few words) the importance of two
major features of the Fermi architecture that were not available in earlier GPUs.

A

SM + shared memory

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3
Q

How can a non-coalesced memory access be converted to a coalesced memory access?

A

use shared memory, the first access will be coalesced but not the others

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4
Q

What concept in OpenCL corresponds to a thread processor?

A

work-item

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5
Q

Explain why the G80 architecture had significantly higher performance than earlier
GPUs.

A

a

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6
Q

Describe how multiple CUDA streams can be used to accelerate a computation

A

Stream
A sequence of operations that execute in issue-order on the GPU

Programming model used to effect concurrency
CUDA operations in different streams may run concurrently
CUDA operations from different streams may be interleaved

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7
Q

Translate the following CUDA concepts to corresponding concepts in OpenCL:

i. shared memory
ii. block
iii. thread

A

shared memory = local
block = work-group
thread = Work-item

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8
Q

Texture memory provides interpolation in hardware. Why is this a questionable
feature to rely on?

A

a

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9
Q
Give one argument each in favor of using
i. CUDA
ii. OpenCL
iii. GLSL
for a general computing task (which can benefit from a parallel implementation).
A

a

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10
Q

When can constant memory give a performance advantage?

A

a

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11
Q

What kind of shaders is most interesting for GPU computing? (What part of the
pipeline?)

A

a

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12
Q

What geometry is usually used for shader-based GPU computing?

A

a

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13
Q

List three different kinds of hardware that OpenCL runs on. (Similar systems by
different vendors count as one.)

A
GPU
Intel compatible CPUs
ARM
FPGA
CELL
Intel Xeon Phi
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14
Q

In CUDA, you can use the modifier __host__. What does this signify?

A

a

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15
Q

What kind of algorithms benefit from using constant memory? (

A

Accessible by all threads. Lifetime of application. Fully cached, but limited.

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16
Q

Compare OpenCL and Compute Shaders in terms of portability. You should know
at least one strong point of each.

A

a

17
Q

Imagine a CUDA programmer who uses the practice to always use as big block size
as possible. Why will this not always result in the highest possible performance?

A

a

18
Q

In graphics, data is always input as geometrical shapes. What geometry is usually
used for fragment shader based GPU computing?

A

a