Memory allocation is one of the most time consuming operations in a GPU so I wanted to allocate 2 arrays by calling cudaMalloc once using the following code:
int numElements = 50000;
size_t size = numElements * sizeof(float);
//declarations-initializations
float *d_M = NULL;
err = cudaMalloc((void **)&d_M, 2*size);
//error checking
// Allocate the device input vector A
float *d_A = d_M;
// Allocate the device input vector B
float *d_B = d_M + size;
err = cudaMemcpy(d_A, h_A, size, cudaMemcpyHostToDevice);
//error checking
err = cudaMemcpy(d_B, h_B, size, cudaMemcpyHostToDevice);
//error checking
The original code is inside the samples folder of the cuda toolkit named vectorAdd.cu so you can assume h_A, h_B are properly initiated and the code works without the modification I made.
The result was that the second cudaMemcpy returned an error with message invalid argument.
It seems that the operation “d_M + size” does not return what someone would expect as device memory behaves differently but I don’t know how.
Is it possible to make my approach (calling cudaMalloc once to allocate memory for two arrays) work? Any comments/answers on whether this is a good approach are also welcome.
UPDATE
As the answers of Robert and dreamcrash suggested I had to add number of elements (numElements) to the pointer d_M not the size which is the number of bytes. Just for reference there was no observable speedup.
You just have to replace
with
This is pointer arithmetic, if you have an array of floats
R = [1.0,1.2,3.3,3.4]you can print its first position by doingprintf("%f",*R);.And the second position? You just do
printf("%f\n",*(++R));thusr[0] + 1. You do not dor[0] + sizeof(float), like you were doing. When you dor[0] + sizeof(float)you will access the element in the positionr[4]sincesize(float) = 4.When you declare
float *d_B = d_M + numElements;the compiler assumes thatd_bwill be continuously allocated in memory, and each element will have a size of afloat. Hence, you do not need to specify the distance in terms of bytes but rather in terms of elements, the compiler will do the math for you. This approach is more human-friendly since it is more intuitive to express the pointer arithmetic in terms of elements than in terms of bytes. Moreover, it is also more portable, since if the number of bytes of a given type changes based on the underneath architecture, the compiler will handle that for you. Consequently, one’s code will not break because one assumed a fixed byte size.You said that "The result was that the second cudaMemcpy returned an error with message invalid argument":
If you print the number corresponding to this error, it will print
11and if you check the CUDA API you verify that this error corresponds to :cudaErrorInvalidValue
In your example means that float
*d_B = d_M + size;is getting out of the range.You have allocate space for
100000floats,d_awill start from 0 to 50000, but according to your coded_bwill start fromnumElements * sizeof(float);50000 * 4 = 200000, since 200000 > 100000 you are getting invalid argument.