我想创建在GPU上生成分形的程序。 首先,我在C中创建了一个工作项目,之后我尝试将其转换为CUDA / C.
不幸的是,在我这样做之后,我发现CPU和GPU的结果存在差异。
我花了几个小时思考我做错了什么,这对我来说是一个谜。
IMO:似乎while循环中的计算值存在差异,因此它比正常的CPU函数更早结束。
问题:这有可能是真的吗?如果,我该怎么做才能避免这种计算错误?
这是我的整个代码:
// C libs
#include <stdint.h>
#include <stdio.h>
#include <iostream>
// Help libs
#include <windows.h>
#include <math.h>
// CUDA libs
#include "cuda.h"
#include "cuda_runtime.h"
#include "device_launch_parameters.h"
__global__ void calulateFractal(unsigned char *a, int N, double c_re, double c_im, int width, int height, double minX, double maxX, double minY, double maxY, double ratioX, double ratioY, int maxLevel)
{
int i = blockIdx.x * blockDim.x + threadIdx.x;
if(i < N)
{
int x = i % width;
int y = i / width;
double p_im = y * ratioY + minY;
double p_re = x * ratioX + minX;
double z_re = p_re;
double z_im = p_im;
int iteration = 0;
while ((z_re * z_re + z_im * z_im) < 4 && iteration < maxLevel)
{
double tmp_re = z_re * z_re - z_im * z_im + c_re;
double tmp_im = 2 * z_re * z_im + c_im;
z_re = tmp_re;
z_im = tmp_im;
iteration++;
}
a[i] = iteration;
}
}
void calulateFractalCPU(unsigned char *a, int i, double c_re, double c_im, int width, int height, double minX, double maxX, double minY, double maxY, double ratioX, double ratioY, int maxLevel)
{
int x = i % width;
int y = i / width;
double p_im = y * ratioY + minY;
double p_re = x * ratioX + minX;
double z_re = p_re;
double z_im = p_im;
int iteration = 0;
while ((z_re * z_re + z_im * z_im) < 4 && iteration < 99)
{
double tmp_re = z_re * z_re - z_im * z_im + c_re;
double tmp_im = 2 * z_re * z_im + c_im;
z_re = tmp_re;
z_im = tmp_im;
iteration++;
}
a[i] = iteration;
}
int saveFractalToBitmap(unsigned char **colorsArray, unsigned char *bitmap, int width, int height, char *filename)
{
// Bitmap structures to be written to file
BITMAPFILEHEADER bfh;
BITMAPINFOHEADER bih;
// Fill BITMAPFILEHEADER structure
memcpy((char *)&bfh.bfType, "BM", 2);
bfh.bfSize = sizeof(bfh) + sizeof(bih) + 3*height*width;
bfh.bfReserved1 = 0;
bfh.bfReserved2 = 0;
bfh.bfOffBits = sizeof(bfh) + sizeof(bih);
// Fill BITMAPINFOHEADER structure
bih.biSize = sizeof(bih);
bih.biWidth = width;
bih.biHeight = height;
bih.biPlanes = 1;
bih.biBitCount = 24;
bih.biCompression = BI_RGB; // uncompressed 24-bit RGB
bih.biSizeImage = 0; // can be zero for BI_RGB bitmaps
bih.biXPelsPerMeter = 3780; // 96dpi equivalent
bih.biYPelsPerMeter = 3780;
bih.biClrUsed = 0;
bih.biClrImportant = 0;
// Open bitmap file (binary mode)
FILE *f;
f = fopen(filename, "wb");
if(f == NULL)
return -1;
// Write bitmap file header
fwrite(&bfh, 1, sizeof(bfh), f);
fwrite(&bih, 1, sizeof(bih), f);
// Write bitmap pixel data starting with the
// bottom line of pixels, left hand side
for (int i = 0; i < width * height ; i++)
{
// Write pixel components in BGR order
fputc(colorsArray[bitmap[i]][2], f);
fputc(colorsArray[bitmap[i]][1], f);
fputc(colorsArray[bitmap[i]][0], f);
}
// Close bitmap file
fclose(f);
return 0;
}
int main()
{
unsigned char **colorsArray;
unsigned char *fractalLevelsCPU;
unsigned char *fractalLevelsGPU;
double minX = -1.7;
double maxX = 1.7;
double minY = -1.5;
double maxY = 1.5;
double input_re = -0.79;
double input_im = 0.1463;
int width = 10;
int height = 5;
int N = width * height;
int maxLevel = 100;
size_t levelsArraySize = N * sizeof(unsigned char);
double ratioX = (maxX - minX) / (double) width;
double ratioY = (maxY - minY) / (double) height;
bool gpu = true;
// Allocate memory
colorsArray = (unsigned char**) malloc((maxLevel+1) * sizeof(unsigned char*));
for(int i=0; i<=maxLevel; i++)
{
colorsArray[i] = (unsigned char *) malloc(3 * sizeof(unsigned char));
colorsArray[i][0] = (int) (255.0 * i / maxLevel);
colorsArray[i][1] = (int) (255.0 * i / maxLevel);
colorsArray[i][2] = (int) (255.0 * log((double) i) / log((double) maxLevel));
}
fractalLevelsCPU = (unsigned char*) malloc(levelsArraySize);
cudaMalloc((unsigned char **) &fractalLevelsGPU, levelsArraySize);
cudaMemcpy(fractalLevelsCPU, fractalLevelsGPU, levelsArraySize, cudaMemcpyHostToDevice);
if(gpu)
{
// Run GPU method
calulateFractal <<< 1, N >>> (fractalLevelsGPU, N, input_re, input_im, width, height, minX, maxX, minY, maxY, ratioX, ratioY, maxLevel);
// Copy data from GPU to CPU array
cudaMemcpy(fractalLevelsCPU, fractalLevelsGPU, levelsArraySize, cudaMemcpyDeviceToHost);
}
else
{
// Iterate every element in array and compute level of fractal
for(int i=0; i<N; i++)
{
calulateFractalCPU(fractalLevelsCPU, i, input_re, input_im, width, height, minX, maxX, minY, maxY, ratioX, ratioY, maxLevel);
}
}
// Show results
for(int i=0; i<N; i++)
{
if((i % width) == 0)
printf("\n");
printf("%d\t", fractalLevelsCPU[i]);
}
//saveFractalToBitmap(colorsArray, fractalLevelsCPU, width, height, "frac.bmp");
// Free memory
for(int i=0; i<=maxLevel; i++)
{
free(colorsArray[i]);
}
free(colorsArray);
free(fractalLevelsCPU);
cudaFree(fractalLevelsGPU);
return 0;
}
答案 0 :(得分:1)
我找到了解决问题的方法。
首先,每个块的线程数应该是两个数的幂。 此外,我意识到我的GPU对每个块的线程数量有限制并阻塞自身。 NVIDIA Utils向我展示了我可以使用最多65536个块和每个块512个线程。
解决方案:
int threadsPerBlock = 512;
int blocksNumber = N/threadsPerBlock + (N % threadsPerBlock == 0 ? 0:1);
if(blocksNumber > 65536)
return -1;
calulateFractal <<< blocksNumber, threadsPerBlock >>> (fractalLevelsGPU, N, input_re, input_im, width, height, minX, maxX, minY, maxY, ratioX, ratioY, maxLevel);