Understanding CUDA grid dimensions, block dimensions and threads organization (simple explanation) [closed]

Hardware

If a GPU device has, for example, 4 multiprocessing units, and they can run 768 threads each: then at a given moment no more than 4*768 threads will be really running in parallel (if you planned more threads, they will be waiting their turn).

Software

threads are organized in blocks. A block is executed by a multiprocessing unit.
The threads of a block can be indentified (indexed) using 1Dimension(x), 2Dimensions (x,y) or 3Dim indexes (x,y,z) but in any case xyz <= 768 for our example (other restrictions apply to x,y,z, see the guide and your device capability).

Obviously, if you need more than those 4*768 threads you need more than 4 blocks.
Blocks may be also indexed 1D, 2D or 3D. There is a queue of blocks waiting to enter
the GPU (because, in our example, the GPU has 4 multiprocessors and only 4 blocks are
being executed simultaneously).

Now a simple case: processing a 512×512 image

Suppose we want one thread to process one pixel (i,j).

We can use blocks of 64 threads each. Then we need 512*512/64 = 4096 blocks
(so to have 512×512 threads = 4096*64)

It’s common to organize (to make indexing the image easier) the threads in 2D blocks having blockDim = 8 x 8 (the 64 threads per block). I prefer to call it threadsPerBlock.

dim3 threadsPerBlock(8, 8);  // 64 threads

and 2D gridDim = 64 x 64 blocks (the 4096 blocks needed). I prefer to call it numBlocks.

dim3 numBlocks(imageWidth/threadsPerBlock.x,  /* for instance 512/8 = 64*/
              imageHeight/threadsPerBlock.y); 

The kernel is launched like this:

myKernel <<<numBlocks,threadsPerBlock>>>( /* params for the kernel function */ );       

Finally: there will be something like “a queue of 4096 blocks”, where a block is waiting to be assigned one of the multiprocessors of the GPU to get its 64 threads executed.

In the kernel the pixel (i,j) to be processed by a thread is calculated this way:

uint i = (blockIdx.x * blockDim.x) + threadIdx.x;
uint j = (blockIdx.y * blockDim.y) + threadIdx.y;

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