{"id":358,"date":"2026-03-03T01:10:46","date_gmt":"2026-03-02T17:10:46","guid":{"rendered":"http:\/\/chenglixue.top\/?p=358"},"modified":"2026-04-20T11:23:25","modified_gmt":"2026-04-20T03:23:25","slug":"gpu%e6%80%a7%e8%83%bd%e4%bc%98%e5%8c%96%e6%8c%87%e6%a0%87-%e4%bb%8e%e5%85%a5%e9%97%a8%e5%88%b0%e5%85%a5%e5%9d%9f","status":"publish","type":"post","link":"http:\/\/chenglixue.top\/?p=358","title":{"rendered":"GPU\u6027\u80fd\u4f18\u5316\u6307\u6807 \u4ece\u5165\u95e8\u5230\u5165\u575f"},"content":{"rendered":"<h1>Warp\u4e0e\u5bc4\u5b58\u5668<\/h1>\n<p>CPU \u548c GPU \u5728\u7ba1\u7406\u5bc4\u5b58\u5668\u65f6\u6709\u672c\u8d28\u7684\u533a\u522b\u3002\u5f53 CPU \u5207\u6362\u7ebf\u7a0b\u65f6\uff0c\u5b83\u4f1a\u628a\u5f53\u524d\u7ebf\u7a0b\u7684\u5bc4\u5b58\u5668\u72b6\u6001\u4fdd\u5b58\u5230\u5185\u5b58\u4e2d\uff08Context Switch \u5f00\u9500\u5f88\u5927\uff09\u3002\u800c GPU \u4e3a\u4e86\u8ffd\u6c42\u6781\u81f4\u7684\u5e76\u884c\uff0c<strong>\u5b83\u7684\u4e0a\u4e0b\u6587\u5207\u6362\u662f\u96f6\u5f00\u9500\u7684<\/strong><\/p>\n<p>\u8fd9\u662f\u56e0\u4e3a GPU \u4f1a\u628a\u5e9e\u5927\u7684\u7269\u7406\u5bc4\u5b58\u5668\u5806\u5206\u6210\u5f88\u591a\u4efd\uff0c\u6c38\u8fdc\u5206\u914d\u7ed9\u5f53\u524d\u9a7b\u7559\u5728 SM \u4e0a\u7684\u6bcf\u4e00\u4e2a Warp\uff08DXC\u7f16\u8bd1\u5668\u5206\u6790shader\u7684ALU\u590d\u6742\u5ea6\uff0c\u6839\u636e\u590d\u6742\u5ea6\u5206\u914d\u5bc4\u5b58\u5668\u4e2a\u6570\uff09\u3002\u5f53Warp A \u7b49\u5f85\u8d34\u56fe\u52a0\u8f7d\u5361\u4f4f\u65f6\uff0c\u786c\u4ef6\u8c03\u5ea6\u5668\uff08Scheduler\uff09\u5207\u6362\u5230 Warp B\uff0c<strong>\u4e0d\u9700\u8981\u642c\u8fd0\u4efb\u4f55\u6570\u636e<\/strong>\uff0c\u8c03\u5ea6\u5668\u53ea\u9700\u628a\u6307\u9488\u6307\u5411 Warp B<\/p>\n<p>\u800cCPU\u4e4b\u6240\u4ee5\u5f00\u9500\u5f88\u5927\uff0c\u662f\u56e0\u4e3aCPU \u7684\u6838\u5fc3\u6781\u5176\u5f3a\u5927\uff0c\u4f46\u5b83\u7684\u7269\u7406\u5bc4\u5b58\u5668\u975e\u5e38\u5c11\uff0c\u5f53 CPU \u8981\u4ece\u7ebf\u7a0b A \u5207\u6362\u5230\u7ebf\u7a0b B \u65f6\uff0c\u5b83\u5fc5\u987b\u505a\u4e00\u4ef6\u975e\u5e38\u8017\u65f6\u7684\u4e8b\u60c5\uff1a\u628a\u7ebf\u7a0b A \u5f53\u524d\u5bc4\u5b58\u5668\u91cc\u7684\u6240\u6709\u6570\u636e\uff0c<strong>\u6253\u5305\u4fdd\u5b58\u5230\u5185\u5b58\uff08L1 Cache \u6216 RAM\uff09\u91cc<\/strong>\uff1b\u7136\u540e\u518d\u628a\u7ebf\u7a0b B \u4e4b\u524d\u4fdd\u5b58\u7684\u6570\u636e\uff0c<strong>\u4ece\u5185\u5b58\u91cc\u8bfb\u56de\u5230\u5bc4\u5b58\u5668\u4e2d<\/strong><\/p>\n<ul>\n<li><strong>Warp\uff1a<\/strong> GPU \u6267\u884c\u7684\u57fa\u672c\u5355\u4f4d\uff0c\u7531 32 \u4e2a\u7ebf\u7a0b\u7ec4\u6210<\/li>\n<li>\u5bc4\u5b58\u5668\uff1a\u7ebf\u7a0b\u4f7f\u7528\u5bc4\u5b58\u5668\u6765\u6267\u884cALU<\/li>\n<\/ul>\n<p>Warp\u3001\u5bc4\u5b58\u5668\u3001\u5171\u4eab\u5185\u5b58\u4f1a\u5171\u540c\u5f71\u54cdSM\u7684\u5360\u7528\u7387<\/p>\n<h1>Top-Level Throughput<\/h1>\n<p>Top-Level Throughput \u4ee3\u8868<strong>\u5229\u7528\u7387\uff08Utilization\uff09<\/strong>\uff0c<strong>\u53cd\u6620 GPU \u5404\u4e2a\u786c\u4ef6\u7684\u7e41\u5fd9\u7a0b\u5ea6<\/strong><\/p>\n<p>\u5728Top-Level Throughput\u8fd8\u80fd\u770b\u5230\u5176\u4ed6\u6027\u80fd\u6307\u6807<br \/>\n<img decoding=\"async\"   class=\"lazyload\" data-src=\"https:\/\/pic1.imgdb.cn\/item\/69a5649ec3089ace249d0e6e.png\" src=\"https:\/\/cdn.jsdelivr.net\/gh\/moezx\/cdn@3.0.2\/img\/svg\/loader\/trans.ajax-spinner-preloader.svg\" onerror=\"imgError(this)\"  alt=\"\" \/><\/p >\n<noscript><img decoding=\"async\" src=\"https:\/\/pic1.imgdb.cn\/item\/69a5649ec3089ace249d0e6e.png\" alt=\"\" \/><\/p><\/noscript>\n<p>\u53ef\u4ee5\u5c06\u8fd9\u4e9b\u5206\u6210\u4e09\u5927\u7c7b\uff1a<\/p>\n<ol>\n<li><strong>\u6838\u5fc3\u8ba1\u7b97\u4e0e\u8c03\u5ea6<\/strong>\uff08SM, RTCORE, Front End\uff09\uff1a\u53cd\u6620\u4e86 GPU \u7684\u201c\u5927\u8111\u201d\u548c\u4e13\u7528\u52a0\u901f\u5668\u7684\u7e41\u5fd9\u7a0b\u5ea6<\/li>\n<\/ol>\n<ul>\n<li><strong>Front End<\/strong>\uff1a\u8d1f\u8d23<strong>\u6307\u4ee4\u89e3\u7801\u3001\u4efb\u52a1\u5206\u53d1<\/strong>\n<p>\u5982\u679cFront End\u9ad8\uff0c\u8bf4\u660e CPU \u63d0\u4ea4\u7684\u5c0f\u547d\u4ee4\uff08Draw Call \uff09\u592a\u591a<\/p>\n<\/li>\n<li>\n<p><strong>SM<\/strong>\uff1a\u901a\u7528\u8ba1\u7b97\u6838\u5fc3<\/p>\n<p>\u5982\u679c SM Throughput \u9ad8\uff0c\u901a\u5e38\u662f <strong>\u8ba1\u7b97\u53d7\u9650\uff08Compute Bound\uff09<\/strong>\uff0c\u8bf4\u660e\u6709\u590d\u6742\u3001\u5197\u4f59\u7684\u6570\u5b66\u8ba1\u7b97(\u5982sin\u3001cos)<\/p>\n<\/li>\n<li>\n<p><strong>RTCORE<\/strong>\uff1a\u5149\u8ffd\u6838\u5fc3\uff0c\u5904\u7406 BVH \u904d\u5386\u548c\u5c04\u7ebf\/\u4e09\u89d2\u9762\u76f8\u4ea4\u6d4b\u8bd5<\/p>\n<p>\u82e5RTCORE \u9ad8\u4f46 SM \u4e0d\u9ad8\uff0c\u8bf4\u660e\u5149\u8ffd\u7684<strong>\u6c42\u4ea4<\/strong>\u662f\u74f6\u9888\uff0c\u9700\u8981\u4f18\u5316 BVH \u7ed3\u6784\u6216\u51cf\u5c11\u5c04\u7ebf\u53d1\u5c04\u5bc6\u5ea6<\/p>\n<p>\u82e5RTCORE \u9ad8\u4e14SM Instruction Throughput\u4e5f\u9ad8\uff0c\u8bf4\u660e\u5f88\u5065\u5eb7<\/p>\n<p>\u82e5RTCORE \u9ad8Wait on Memory \u6216 Dependency Stall\u9ad8\uff0c\u8bf4\u660e\u786c\u4ef6\u5728\u7a7a\u7b49\u6570\u636e\u8fd4\u56de<\/p>\n<\/li>\n<\/ul>\n<ol start=\"2\">\n<li><strong>\u5b58\u50a8\u4e0e\u6570\u636e\u4ea4\u4e92<\/strong>\uff08VRAM, L2, PCIe\uff09<\/li>\n<\/ol>\n<ul>\n<li>\n<p><strong>VRAM<\/strong>\uff1a<strong>\u663e\u5b58\u5e26\u5bbd<\/strong><\/p>\n<p>\u5982\u679c VRAM \u9ad8\uff0c\u8bf4\u660e\u8bfb\u5199\u663e\u5b58\u975e\u5e38\u9891\u7e41<\/p>\n<\/li>\n<li>\n<p><strong>L2<\/strong>\uff1a\u4e8c\u7ea7\u7f13\u5b58\uff0c \u662f<strong>SM\u3001\u7eb9\u7406\u5355\u5143\u548c\u663e\u5b58\u4e4b\u95f4\u7684\u7f13\u51b2\u533a<\/strong><\/p>\n<p>\u5982\u679c <strong>L2 \u9ad8\u4f46 VRAM \u4f4e<\/strong>\uff0c\u8bf4\u660e\u7f13\u5b58\u547d\u4e2d\u7387\u9ad8\uff0c\u662f\u5065\u5eb7\u7684\u3002\u5982\u679c <strong>L2 \u548c VRAM \u9f50\u9ad8<\/strong>\uff0c\u8bf4\u660e L2 \u65e0\u6cd5\u627f\u8f7d\u5f53\u524d\u7684\u6570\u636e\u541e\u5410\uff0c\u53d1\u751f\u4e86\u5927\u91cf\u7684\u7f13\u5b58\u5931\u6548<\/p>\n<\/li>\n<li>\n<p><strong>PCIe<\/strong>\uff1a\u603b\u7ebf\u5e26\u5bbd\uff0c<strong>CPU \u548c GPU \u4e4b\u95f4\u7684\u6570\u636e\u4ea4\u6362<\/strong><\/p>\n<p>\u5982\u679c\u8fd9\u91cc\u9ad8\uff0c\u68c0\u67e5\u662f\u5426\u5728\u6bcf\u4e00\u5e27\u90fd\u5728\u4e0a\u4f20\u5de8\u5927\u7684\u9876\u70b9 Buffer \u6216\u7eb9\u7406\uff0c\u6216\u8005\u9891\u7e41\u4ece GPU <code>Readback<\/code> \u6570\u636e<\/p>\n<\/li>\n<\/ul>\n<ol start=\"3\">\n<li><strong>\u56fa\u5b9a\u529f\u80fd\u7ba1\u7ebf<\/strong>\uff08World Pipe, Screen Pipe\uff09<\/li>\n<\/ol>\n<ul>\n<li>\n<p><strong>World Pipe<\/strong>\uff1a<strong>\u9876\u70b9\u7740\u8272\u5668\u3001\u66f2\u9762\u7ec6\u5206\u3001\u51e0\u4f55\u7740\u8272\u5668<\/strong><\/p>\n<p>\u5982\u679c\u8fd9\u91cc\u9ad8\uff0c\u8bf4\u660e<strong>\u4e09\u89d2\u5f62\u592a\u591a<\/strong>\u6216\u51e0\u4f55\u8d1f\u8f7d\u8fc7\u91cd<\/p>\n<\/li>\n<li>\n<p><strong>Screen Pipe<\/strong>\uff1a<strong>\u5149\u6805\u5316\u3001\u50cf\u7d20\u7740\u8272\u5668\u3001\u6df7\u5408<\/strong><\/p>\n<p>\u5982\u679c\u8fd9\u91cc\u9ad8\u4e14 ROP\uff08\u540e\u7aef\uff09\u4e5f\u9ad8\uff0c\u8bf4\u660e <strong>Overdraw\uff08\u8fc7\u5ea6\u7ed8\u5236\uff09<\/strong> \u4e25\u91cd\uff0c\u6216\u8005\u586b\u5145\u7387\uff08Fill-rate\uff09\u8fbe\u5230\u4e86\u4e0a\u9650<\/p>\n<\/li>\n<\/ul>\n<h1>SM Warp Occupancy<\/h1>\n<p>\u8868\u793aSM \u4e2d\u5b9e\u9645<strong>\u6d3b\u8dc3\u7684 Warp \u6570\u91cf\u4e0e SM \u7406\u8bba\u6700\u5927\u652f\u6301 Warp \u6570\u91cf\u7684\u6bd4\u503c<\/strong>\uff0c\u662f\u8861\u91cf SM \u8fd0\u884c\u6548\u7387\u7684\u6700\u5173\u952e\u6307\u6807<\/p>\n<ul>\n<li><strong>\u5360\u7528\u7387\u4f4e<\/strong>\uff1a\u901a\u5e38\u610f\u5473\u7740 SM \u5185\u90e8\u8d44\u6e90\u53d7\u9650\u3002\u53ef\u80fd\u662f\u6bcf\u4e2a\u7ebf\u7a0b\u4f7f\u7528\u7684 <strong>Register\uff08\u5bc4\u5b58\u5668\uff09<\/strong> \u592a\u591a\uff0c\u6216\u8005\u662f <strong>Shared Memory<\/strong> \u5206\u914d\u91cf\u8fc7\u5927\uff0c\u5bfc\u81f4 SM \u65e0\u6cd5\u5bb9\u7eb3\u66f4\u591a\u7684 Warp\n<p>SM \u91cc\u9762\u9a7b\u7559\u7684 Warp \u5c11\u4e00\u70b9\u4e0d\u884c\u5417\uff1f\u53ea\u8981\u7b97\u5f97\u5feb\u4e0d\u5c31\u597d\u4e86\uff1f<\/p>\n<p>\u5728\u524d\u6587\u63d0\u5230\u8fc7\uff0cGPU \u96f6\u5f00\u9500\u7684\u4e0a\u4e0b\u6587\u5207\u6362\uff0c\u6b63\u662f\u4ef0\u4ed7Warp\uff0c\u5f53warp\u5c11\u4e86\u6781\u6709\u53ef\u80fd\u51fa\u73b0\u6240\u6709warp\u90fd\u5728\u7b49\u5f85\u7684\u60c5\u51b5\uff0c\u800c\u4ece\u5bfc\u81f4GPU\u4e5f\u9700\u8981\u7b49\u5f85\uff0c\u65e0\u6cd5\u505a\u5230<strong>\u5ef6\u8fdf\u63a9\u76d6<\/strong><\/p>\n<\/li>\n<li>\n<p><strong>\u5360\u7528\u7387\u9ad8\u4f46\u6027\u80fd\u5dee<\/strong>\uff1a\u8bf4\u660e\u867d\u7136 Warp \u5f88\u591a\uff0c\u4f46\u5b83\u4eec\u90fd\u5728\u7b49\u5f85\uff08Stall\uff09\uff0c\u6bd4\u5982\u5728\u7b49\u663e\u5b58\u8bfb\u53d6\u6570\u636e\uff08Memory Latency\uff09<\/p>\n<\/li>\n<li>\n<p>\u5982\u679c\u662f\u56e0\u4e3a\u5bc4\u5b58\u5668\u53d7\u9650\uff0c\u5c1d\u8bd5\u4f18\u5316\u7740\u8272\u5668\u903b\u8f91\u4ee5\u51cf\u5c11\u5c40\u90e8\u53d8\u91cf\uff1b\u5982\u679c\u662f\u4e3a\u4e86\u63a9\u76d6\u5ef6\u8fdf\uff0c\u4fdd\u6301\u9002\u5f53\u7684\u9ad8\u5360\u7528\u7387\u662f\u6709\u76ca\u7684<\/p>\n<\/li>\n<\/ul>\n<h2>Unallocated Warps in Active SMs<\/h2>\n<p>\u867d\u7136 SM \u5df2\u7ecf\u5728\u8fd0\u884c\uff08Active\uff09\uff0c\u4f46\u7531\u4e8e\u67d0\u79cd\u539f\u56e0\uff0c\u5b83<strong>\u8fd8\u6709\u591a\u5c11\u5269\u4f59\u7684\u201c\u5751\u4f4d\u201d\u6ca1\u6709\u88ab\u586b\u6ee1<\/strong>\uff0c\u53cd\u6620\u4e86 GPU \u7684\u201c\u95f2\u7f6e\u6f5c\u529b\u201d<\/p>\n<ul>\n<li><strong>\u6570\u503c\u9ad8<\/strong>\uff1a\u8bf4\u660e GPU \u5e76\u6ca1\u6709\u6ee1\u8f7d\u3002\u539f\u56e0\u53ef\u80fd\u662f <strong>Global Dispatch \u9650\u5236<\/strong>\uff08\u6bd4\u5982\u5f53\u524d Dispatch \u7684\u603b\u7ebf\u7a0b\u6570\u4e0d\u591f\u591a\uff0c\u5206\u4e0d\u5230\u6240\u6709 SM \u4e0a\uff09\u6216\u8005\u662f <strong>\u524d\u7aef\u5206\u53d1\uff08Front End\uff09\u901f\u5ea6<\/strong> \u8ddf\u4e0d\u4e0a<\/li>\n<li><strong>\u4e0e SM WarpOccupancy \u7ed3\u5408<\/strong>\uff1a\u5982\u679c Occupancy \u5f88\u4f4e\u4e14 Unallocated \u5f88\u9ad8\uff0c\u8bf4\u660e\u662f\u4efb\u52a1\u603b\u91cf\u592a\u5c11\uff08\u6bd4\u5982\u6e32\u67d3\u4e00\u4e2a\u5f88\u5c0f\u7684\u56fe\u6807\uff09\uff1b\u5982\u679c Occupancy \u5df2\u7ecf\u89e6\u9876\uff0cUnallocated \u5e94\u8be5\u63a5\u8fd1\u4e8e\u96f6<\/li>\n<\/ul>\n<h2>Pixel Warps\u3001Vertex\/Tess\/Geometry Warps<\/h2>\n<p>\u5c55\u793a\u4e86\u5f53\u524d GPU \u6b63\u5728\u5fd9\u7740\u5904\u7406\u54ea\u79cd\u7c7b\u578b\u7684\u4efb\u52a1<\/p>\n<ul>\n<li><strong>Pixel Warps<\/strong>\n<p>\u5982\u679c Pixel Warps \u5360\u6bd4\u6781\u5927\uff0c\u8bf4\u660e\u5f53\u524d\u662f <strong>\u540e\u7aef\u7684\u50cf\u7d20\u7740\u8272\u74f6\u9888<\/strong>\u3002\u68c0\u67e5\u662f\u5426\u5b58\u5728\u4e25\u91cd\u7684 <strong>Overdraw<\/strong>\uff08\u8fc7\u5ea6\u7ed8\u5236\uff09\u6216\u6781\u5176\u590d\u6742\u7684\u6750\u8d28\u8ba1\u7b97<\/p>\n<\/li>\n<li>\n<p><strong>Vertex \/ Tess \/ Geometry Warps<\/strong><\/p>\n<p>\u5982\u679c <strong>Vertex Warps<\/strong> \u5f02\u5e38\u9ad8\uff0c\u68c0\u67e5\u662f\u5426\u6a21\u578b\u9762\u6570\u8fc7\u591a\u6216\u6ca1\u505a LOD\u3002<\/p>\n<p>\u5982\u679c <strong>Tessellation\/Geometry Warps<\/strong> \u5f88\u9ad8\uff0c\u901a\u5e38\u610f\u5473\u7740\u66f2\u9762\u7ec6\u5206\u7ea7\u522b\u8fc7\u9ad8\uff0c\u4ea7\u751f\u4e86\u5927\u91cf\u5fae\u5c0f\u4e09\u89d2\u5f62\uff0c\u5bfc\u81f4\u4e25\u91cd\u7684\u786c\u4ef6\u6d6a\u8d39<\/p>\n<\/li>\n<\/ul>\n<h2>\u901a\u7528\u7b56\u7565<\/h2>\n<table>\n<thead>\n<tr>\n<th>\u73b0\u8c61<\/th>\n<th>\u74f6\u9888<\/th>\n<th>\u4f18\u5316<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>CS Warp Occupancy \u6781\u4f4e<\/td>\n<td>\u8d44\u6e90\u53d7\u9650<\/td>\n<td>\u51cf\u5c11 Shader \u5bc4\u5b58\u5668\u4f7f\u7528\u6216 Shared Memory \u5927\u5c0f<\/td>\n<\/tr>\n<tr>\n<td>Unallocated Warps \u6781\u9ad8<\/td>\n<td>\u4efb\u52a1\u91cf\u4e0d\u8db3<\/td>\n<td>\u589e\u52a0\u4efb\u52a1\u5e76\u884c\u5ea6\uff0c\u6216\u5408\u5e76\u5c0f\u578b Draw Call<\/td>\n<\/tr>\n<tr>\n<td>Pixel Warps >> Vertex Warps<\/td>\n<td>\u50cf\u7d20\u53d7\u9650<\/td>\n<td>\u4f18\u5316\u6750\u8d28 Shader\uff0c\u68c0\u67e5\u4e0d\u900f\u660e\u7269\u4f53\u7684\u6e32\u67d3\u987a\u5e8f<\/td>\n<\/tr>\n<tr>\n<td>Vertex Warps \u5360\u6ee1\u603b\u7ebf<\/td>\n<td>\u51e0\u4f55\u53d7\u9650<\/td>\n<td>\u4f7f\u7528 Mesh Shader \u6216 LOD<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1>\u5b58\u50a8\u4e0e\u5e26\u5bbd<\/h1>\n<p>\u5b83\u4eec\u6709PCIe Bandwidth\u3001PCIe Incoming BAR Accesses\u3001VRAM Bandwidth\u3001L2 Bandwidth per Source Unit\u3001L2 Sector Hit-Rate (Total)\u3001L2 Sector Hit-Rate from L1TEX<\/p>\n<p>\u5b83\u4eec\u53cd\u6620\u4e86<strong>\u6570\u636e\u5728 CPU\u3001\u663e\u5b58\u548c\u5404\u7ea7\u7f13\u5b58\u4e4b\u95f4\u7684\u6d41\u52a8\u6548\u7387<\/strong><\/p>\n<h2>VRAM Bandwidth<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a<strong>\u7269\u7406(\u663e\u5361)\u663e\u5b58\uff08Video RAM\uff09\u7684\u8bfb\u5199\u5e26\u5bbd<\/strong><\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u5bf9\u6bd4\u663e\u5361\u7684\u7406\u8bba\u5e26\u5bbd\u3002\u5982\u679c\u8fbe\u5230 70%-80% \u4ee5\u4e0a\uff0c\u8bf4\u660e\u662f\u663e\u5b58\u5e26\u5bbd\u53d7\u9650<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>PCIe Bandwidth<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u8868\u793a<strong>CPU \u4e0e GPU \u4e4b\u95f4\u901a\u8fc7 PCIe \u603b\u7ebf\u4ea4\u6362\u6570\u636e\u7684\u5e26\u5bbd<\/strong><\/li>\n<li>\u5206\u6790\n<ul>\n<li><strong>\u9ad8 PCIe + \u4f4e VRAM<\/strong>\uff1a\u8bf4\u660e\u74f6\u9888\u5728\u603b\u7ebf\u3002\u53ef\u80fd\u6bcf\u5e27\u90fd\u5728\u4e0a\u4f20\u5927\u91cf\u7684\u52a8\u6001\u9876\u70b9\u6570\u636e\u6216\u66f4\u65b0\u5e9e\u5927\u7684CBuffer<\/li>\n<li><strong>\u4f4e PCIe + \u9ad8 VRAM<\/strong>\uff1a\u8bf4\u660e\u6570\u636e\u4ea4\u6362\u4e3b\u8981\u53d1\u751f\u5728 GPU \u5185\u90e8\u3002\u8fd9\u662f\u73b0\u4ee3\u6e32\u67d3\u5668\u7684\u5e38\u6001\uff0c\u8bf4\u660e\u74f6\u9888\u5728\u663e\u5b58\u5e26\u5bbd<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>PCIe Incoming BAR Accesses<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a<strong>CPU \u901a\u8fc7 Base Address Register \u76f4\u63a5\u8bbf\u95ee GPU \u5185\u5b58\u7684\u6b21\u6570<\/strong><\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u9ad8\u9891\u8bbf\u95ee\u53ef\u80fd\u610f\u5473\u7740CPU \u6b63\u9891\u7e41\u5730\u4fee\u6539GPU\u4e2d\u7684\u5c0f\u5757\u6570\u636e\uff0c\u8fd9\u901a\u5e38\u6bd4\u4e00\u6b21\u6027\u5927\u6279\u91cf\u4f20\u8f93\u66f4\u4f4e\u6548<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>L2 Bandwidth per Source Unit<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u6bcf\u4e2a\u8bf7\u6c42\u6e90\uff08\u5982 SM\u3001\u663e\u793a\u5f15\u64ce\uff09\u8bbf\u95ee L2 \u7f13\u5b58\u7684\u5e26\u5bbd<\/li>\n<li>\u5206\u6790\n<ul>\n<li><strong>VRAM Bandwidth\u3001L2 Bandwidth per Source Unit\u90fd\u5f88\u9ad8<\/strong>\uff0c\u8bf4\u660e\u663e\u5b58\u8bfb\u5199\u4efb\u52a1\u591a<\/li>\n<li><strong>L2 Bandwidth per Source Unit\u8fbe\u5230\u6781\u9650<\/strong>\uff0c\u5373\u4f7fVRAM Bandwidth\u6ca1\u6709\uff0c\u4f1a\u4ea7\u751f\u74f6\u9888<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>L2 Sector Hit-Rate (Total)<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1aL2 \u7f13\u5b58\u7684\u603b\u547d\u4e2d\u7387<\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u82e5<strong>VRAM Bandwidth\u4f4e\uff0cL2 Sector Hit-Rate\u9ad8<\/strong>\uff0c\u8bf4\u660eL2\u5229\u7528\u7387\u9ad8\uff0c\u4e14\u8d8a\u9ad8\u8d8a\u597d\uff0c\u6548\u7387\u5f88\u9ad8<\/li>\n<li>\u82e5<strong>VRAM Bandwidth\u9ad8\uff0cL2 Sector Hit-Rate\u4f4e<\/strong>\uff0c\u8bf4\u660e\u5b58\u5728\u7f13\u5b58\u6296\u52a8\uff0c\u5229\u7528\u7387\u4f4e\uff0c\u6548\u7387\u5f88\u4f4e<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>\u901a\u7528\u7b56\u7565<\/h2>\n<table>\n<thead>\n<tr>\n<th>\u73b0\u8c61<\/th>\n<th>\u74f6\u9888<\/th>\n<th>\u4f18\u5316<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>VRAM BW \u9ad8 + L2 Hit-Rate \u4f4e<\/td>\n<td>\u5e26\u5bbd\u53d7\u9650(Bandwidth Bound)<\/td>\n<td>\u538b\u7f29\u7eb9\u7406\u683c\u5f0f \uff0c\u51cf\u5c11 Render Target \uff0c\u4f7f\u7528Z-Prepass<\/td>\n<\/tr>\n<tr>\n<td>VRAM BW \u4f4e + L2 Hit-Rate \u4f4e + Latency \u9ad8<\/td>\n<td>\u5185\u5b58\u5ef6\u8fdf\u53d7\u9650 (Latency Bound)<\/td>\n<td>\u4f18\u5316\u91c7\u6837\u70b9\u5206\u5e03\uff0c\u51cf\u5c11\u968f\u673a\u8df3\u8f6c\u8bbf\u95ee\uff0c\u4f7f\u7528\u66f4\u7d27\u51d1\u7684\u6570\u636e\u7ed3\u6784<\/td>\n<\/tr>\n<tr>\n<td>PCIe BW \u6301\u7eed\u9ad8\u4f4d<\/td>\n<td>\u603b\u7ebf\u53d7\u9650 (PCIe Bound)<\/td>\n<td>\u4f7f\u7528 GPU Driven\uff0c\u51cf\u5c11 CPU \u7aef\u7684\u8d44\u6e90\u4e0a\u4f20\u9891\u7387<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1>\u6307\u4ee4\u6267\u884c\u4e0e\u7ebf\u7a0b\u6548\u7387<\/h1>\n<p>\u5b83\u4eec\u6709SM Instruction Throughput\u3001Active Threads Per Warp\u3001Warps Launched\u3001Compute In Flight<\/p>\n<p>\u5b83\u4eec\u53cd\u6620\u4e86<strong>SM\uff08\u6d41\u5f0f\u591a\u5904\u7406\u5668\uff09\u5904\u7406\u4ee3\u7801\u7684\u901f\u5ea6<\/strong><\/p>\n<h2>SM Instruction Throughput<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1aSM \u5b9e\u9645\u6267\u884c\u6307\u4ee4\u7684\u541e\u5410\u91cf\uff0c\u8861\u91cf GPU \u5230\u5e95\u6709\u6ca1\u6709\u201c\u5728\u5e72\u6d3b\u201d\u7684\u6838\u5fc3\u6307\u6807<\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u5982\u679c\u5f88\u4f4e\uff0c\u8bf4\u660e SM \u5728\u7b49\u5f85\u6216\u8005\u6ca1\u6d3b\u5e72\uff08\u9700\u8981\u770bAvg Warp Latency \u3001Occupancy \uff09<\/li>\n<li>\u82e5 <strong>Throughput \u4f4e\uff0cAvg Warp Latency\u9ad8<\/strong>\uff0c<strong>ALU\u88ab\u5ef6\u8fdf\u5361\u4f4f<\/strong><\/li>\n<li>\u82e5<strong>Throughput \u4f4e\uff0cOccupancy \u4f4e<\/strong>\uff0c<strong>\u4efb\u52a1\u91cf\u4e0d\u8db3<\/strong><\/li>\n<li>\u5982\u679c\u6781\u9ad8\uff0c\u8bf4\u660eGPU\u7684ALU\u6ee1\u8f7d\uff0c\u9700\u8981\u4f18\u5316\u6570\u5b66\u516c\u5f0f<\/li>\n<li>\u6ce2\u52a8\u8f83\u5927\uff0c\u8bf4\u660e\u5b58\u5728\u7b49\u5f85<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Active Threads Per Warp<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u6bcf\u4e2a Warp \u4e2d\u5b9e\u9645\u6d3b\u8dc3\uff08\u672a\u88ab\u63a9\u7801\u5c4f\u853d\uff09\u7684\u7ebf\u7a0b\u6570\uff08\u6700\u5927 32\uff09<\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u5982\u679c\u8be5\u503c\u8fdc\u4f4e\u4e8e 32\uff0c\u8bf4\u660e\u5b58\u5728 <strong>Branch Divergence<\/strong>\uff08\u5206\u652f\u5206\u6b67\uff09\uff0c\u5373 <code>if\/else<\/code> \u5bfc\u81f4\u7ebf\u7a0b\u5728\u4e32\u884c\u6267\u884c<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Warps Launched<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u521b\u5efa\u65b0 Warp \u7684\u9891\u7387<\/li>\n<\/ul>\n<h2>Compute In Flight<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u5f53\u524d GPU \u6267\u884c\u7684\u8ba1\u7b97\u4efb\u52a1\u603b\u91cf<\/li>\n<\/ul>\n<h2>\u901a\u7528\u7b56\u7565<\/h2>\n<table>\n<thead>\n<tr>\n<th>\u73b0\u8c61<\/th>\n<th>\u74f6\u9888<\/th>\n<th>\u4f18\u5316<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><strong>SM Instruction \u4f4e<\/strong> + <strong>Active Threads &lt; 32<\/strong><\/td>\n<td>\u5206\u652f\u5206\u6b67\u53d7\u9650<\/td>\n<td>\u51cf\u5c11\u5206\u652f\u6df1\u5ea6<\/td>\n<\/tr>\n<tr>\n<td><strong>SM Instruction \u4f4e<\/strong> + <strong>SM Warps Stalled (Math)<\/strong><\/td>\n<td>\u7b97\u672f\u6307\u4ee4\u5ef6\u8fdf<\/td>\n<td>\u68c0\u67e5\u662f\u5426\u6709\u9ad8\u5ef6\u8fdf\u6307\u4ee4\uff08\u5982 <code>long long<\/code> \u8fd0\u7b97\u6216\u590d\u6742\u7684 <code>exp<\/code>\/<code>log<\/code>\uff09\uff0c\u5c1d\u8bd5\u964d\u4f4e\u7cbe\u5ea6<\/td>\n<\/tr>\n<tr>\n<td><strong>SM Instruction \u9ad8<\/strong> + <strong>SM Warp Occupancy \u4f4e<\/strong><\/td>\n<td>\u8d44\u6e90\u53d7\u9650\u4f46\u9ad8\u6548<\/td>\n<td>\u867d\u7136 Shader \u8dd1\u5f97\u5feb\uff0c\u4f46\u56e0\u4e3a\u5bc4\u5b58\u5668\u5360\u7528\u591a\uff0c\u65e0\u6cd5\u5e76\u884c\u3002\u5c1d\u8bd5\u51cf\u5c11\u5c40\u90e8\u53d8\u91cf<\/td>\n<\/tr>\n<tr>\n<td><strong>SM Instruction \u6781\u4f4e<\/strong> + <strong>Compute In Flight \u6781\u4f4e<\/strong><\/td>\n<td>\u4efb\u52a1\u91cf\u4e0d\u8db3<\/td>\n<td>\u5c06\u5c0f\u7684 Dispatch \u5408\u5e76\uff0c\u6216\u8005\u5728\u8ba1\u7b97\u65f6\u589e\u5927\u7ebf\u7a0b\u7ec4\uff08Thread Group\uff09\u7684\u5927\u5c0f<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1>\u5360\u7528\u7387\u4e0e\u5ef6\u8fdf<\/h1>\n<p>\u8868\u793a\u786c\u4ef6\u8d44\u6e90\u7684\u8c03\u5ea6\u60c5\u51b5<\/p>\n<h2>SM Warp Occupancy<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1aSM \u5b9e\u9645\u627f\u8f7d\u7684 Warp \u6570\u91cf\u5360\u786c\u4ef6\u6700\u5927\u7406\u8bba\u503c\u7684\u767e\u5206\u6bd4<\/li>\n<\/ul>\n<h2>SM Warp Occupancy (sampled)<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a \u91c7\u6837\u5f97\u5230\u7684\u77ac\u65f6\u5360\u7528\u7387<\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u9ad8\u5360\u7528\u7387\u6709\u52a9\u4e8e<strong>\u9690\u85cf\u5ef6\u8fdf<\/strong>\u3002\u5982\u679c\u5360\u7528\u7387\u4f4e\uff0c\u901a\u5e38\u662f\u56e0\u4e3a Shader \u4f7f\u7528\u4e86\u592a\u591aRegister\u6216Shared Memory<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Avg Warp Latency<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u4e00\u4e2a Warp \u4ece\u53d1\u5c04\u5230\u5b8c\u6210\u7684\u5e73\u5747\u8017\u65f6<\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u5ef6\u8fdf\u9ad8\u5e76\u4e0d\u4e00\u5b9a\u610f\u5473\u7740\u6162\uff0c\u53ea\u8981 Occupancy \u591f\u9ad8\uff0cGPU \u5c31\u80fd\u5728\u7b49\u5f85\u5ef6\u8fdf\u65f6\u5207\u6362\u5230\u5176\u4ed6 Warp \u5de5\u4f5c<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>\u901a\u7528\u7b56\u7565<\/h2>\n<table>\n<thead>\n<tr>\n<th>\u73b0\u8c61<\/th>\n<th>\u74f6\u9888<\/th>\n<th>\u4f18\u5316<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>\u9ad8 Latency + \u9ad8 Occupancy<\/td>\n<td>\u5065\u5eb7\u3002\u867d\u7136\u5ef6\u8fdf\u5927\uff0c\u4f46\u6709\u8db3\u591f\u7684\u4efb\u52a1\u5728\u8dd1\uff0c\u63a9\u76d6\u4e86\u7b49\u5f85<\/td>\n<td>\u5982\u679c\u6027\u80fd\u4ecd\u4e0d\u8fbe\u6807\uff0c\u8003\u8651\u51cf\u5c11\u6307\u4ee4\u603b\u91cf<\/td>\n<\/tr>\n<tr>\n<td>\u9ad8 Latency + \u4f4e Occupancy<\/td>\n<td>\u74f6\u9888\u3002SM \u5728\u7a7a\u8f6c\uff0c\u56e0\u4e3a\u6ca1\u6d3b\u5e72\uff0c\u53c8\u5728\u7b49\u5185\u5b58<\/td>\n<td><strong>\u6700\u9ad8\u4f18\u5148\u7ea7\u4f18\u5316<\/strong>\u3002\u51cf\u5c11\u5bc4\u5b58\u5668\u5360\u7528\uff08\u63d0\u5360\u7528\u7387\uff09\u6216\u4f18\u5316\u7f13\u5b58\u547d\u4e2d<\/td>\n<\/tr>\n<tr>\n<td>\u4f4e Latency + \u4f4e Occupancy<\/td>\n<td>GPU\u6ca1\u4efb\u52a1<\/td>\n<td>\u589e\u52a0\u5de5\u4f5c\u8d1f\u8f7d\uff0c\u5408\u5e76\u5c0f\u7684 Dispatch<\/td>\n<\/tr>\n<tr>\n<td>\u4f4e Latency + \u9ad8 Occupancy<\/td>\n<td>\u5b8c\u7f8e\u3002\u6781\u901f\u8ba1\u7b97\u4e14\u6ee1\u8f7d<\/td>\n<td>\u65e0\u9700\u4f18\u5316\uff0c\u5df2\u8fbe\u786c\u4ef6\u4e0a\u9650<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1>\u505c\u987f\u539f\u56e0<\/h1>\n<h2>SM Warps Stalled at Issue Stage<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1aWarp \u5df2\u7ecf\u51c6\u5907\u597d\uff0c\u4f46\u5728\u201c\u6307\u4ee4\u53d1\u5c04\u201d\u9636\u6bb5\u505c\u987f<\/p>\n<\/li>\n<li>\n<p>\u5206\u6790<\/p>\n<p>\u53ef\u80fd\u6709\u591a\u4e2a\u539f\u56e0\uff0c\u5982\uff1a<\/p>\n<ul>\n<li><strong>Wait on Memory<\/strong>\uff1aWarp \u6b63\u5728\u6267\u884c <code>Load<\/code> \u64cd\u4f5c\uff0c\u6570\u636e\u8fd8\u6ca1\u4ece\u7f13\u5b58\u6216\u663e\u5b58\u91cc\u56de\u6765<\/li>\n<li><strong>Wait on Math<\/strong>\uff1aALU\u74f6\u9888\uff0c\u5373\u4f7f Warp \u51c6\u5907\u597d\u4e86\uff0c\u4e5f\u5f97\u6392\u961f\u7b49\u8ba1\u7b97\u5355\u5143<\/li>\n<li><strong>Wait on Barrier\/Sync<\/strong>\uff1a\u901a\u5e38\u51fa\u73b0\u5728 Compute Shader \u4e2d\uff0cWarp \u5728\u7b49 <code>GroupMemoryBarrierWithGroupSync()<\/code><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Warp Can't Launch<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1a\u65b0\u7684 Warp \u65e0\u6cd5\u88ab\u585e\u8fdb SM<\/p>\n<\/li>\n<li>\n<p>\u5206\u6790<\/p>\n<p>\u53ef\u80fd\u6709\u591a\u4e2a\u539f\u56e0\uff0c\u5982\uff1a<\/p>\n<ul>\n<li><strong>Register Limited<\/strong>\uff1aShader \u58f0\u660e\u4e86\u592a\u591a\u5c40\u90e8\u53d8\u91cf\u3002\u6bcf\u4e2a SM \u7684\u5bc4\u5b58\u5668\u603b\u91cf\u662f\u56fa\u5b9a\u7684\uff08\u4f8b\u5982 64KB\uff09\uff0c\u5982\u679c\u6bcf\u4e2a Warp \u5360\u7528\u592a\u591a\uff0c\u80fd\u585e\u8fdb\u53bb\u7684 Warp \u603b\u6570\u5c31\u4f1a\u4e0b\u964d<\/li>\n<li><strong>Shared Memory Limited<\/strong>\uff1a\u7533\u8bf7\u4e86\u5927\u91cf\u7684 groupshared \u5185\u5b58\uff0cSM \u4f1a\u56e0\u4e3a\u5b58\u4e0d\u4e0b\u66f4\u591a Thread Group \u800c\u62d2\u7edd\u65b0\u7684 Warp<\/li>\n<li><strong>Max Blocks\/Warps Per SM<\/strong>\uff1a\u8fbe\u5230\u4e86\u786c\u4ef6\u8bbe\u8ba1\u7684\u4e0a\u9650\uff08\u5982\u67d0\u4e9b\u67b6\u6784\u6bcf\u4e2a SM \u6700\u591a 32 \u4e2a Blocks\uff09<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>TRAM Allocation Stalled \/ ISBE Allocation Stalled<\/h2>\n<ul>\n<li>\u542b\u4e49\uff1aGPU \u5185\u90e8\u5206\u914d\u7684\u7f13\u51b2\u533a\u6ea2\u51fa<\/p>\n<\/li>\n<li>\n<p><strong>TRAM Allocation Stalled (Texture RAM)<\/strong>\uff1a GPU \u5185\u90e8\u5904\u7406\u7eb9\u7406\/\u7f13\u5b58\u8bf7\u6c42\u7684\u4e00\u4e2a\u4e2d\u95f4\u7f13\u51b2\u533a<\/p>\n<p>\u539f\u56e0\uff1a<\/p>\n<ul>\n<li>\u5728\u77ed\u65f6\u95f4\u5185\u53d1\u8d77\u4e86\u5927\u91cf\u7684\u3001\u975e\u8fde\u7eed\u7684\u3001\u4e14\u5e26\u6709\u590d\u6742\u5730\u5740\u8ba1\u7b97\u7684\u7eb9\u7406\u91c7\u6837\u8bf7\u6c42\uff0cTRAM \u53ef\u80fd\u4f1a\u88ab\u5360\u6ee1<\/li>\n<\/ul>\n<\/li>\n<li><strong>ISBE Allocation Stalled (Instruction Scoreboard Event)<\/strong>\uff1aISBE \u662f\u786c\u4ef6\u7528\u6765\u8ffd\u8e2a\u201c\u6307\u4ee4\u4f9d\u8d56\u5173\u7cfb\u201d\u7684\u8bb0\u5206\u677f\n<p>\u539f\u56e0\uff1a<\/p>\n<ul>\n<li>Shader \u6307\u4ee4\u94fe\u975e\u5e38\u957f\uff0c\u4e14\u76f8\u4e92\u4e4b\u95f4\u6709\u590d\u6742\u7684\u4f9d\u8d56\u5173\u7cfb\uff08\u4f8b\u5982\uff1aA \u7684\u7ed3\u679c\u7ed9 B\uff0cB \u7ed9 C\uff0cC \u518d\u7ed9 D... \u540c\u65f6\u8fd8\u6709\u51e0\u5341\u4e2a\u8fd9\u6837\u7684\u94fe\u5e76\u884c\uff09\uff0c\u8bb0\u5206\u677f\u7684\u6761\u76ee\u88ab\u8017\u5c3d<\/li>\n<\/ul>\n<\/li>\n<li>\u5206\u6790\n<ul>\n<li>\u5982\u679c\u8fd9\u4e24\u4e2a\u6307\u6807\u9ad8\uff0c\u901a\u5e38\u610f\u5473\u7740\u7740\u8272\u5668\u903b\u8f91\u6781\u5176\u590d\u6742\uff0c\u8d85\u51fa\u4e86\u786c\u4ef6\u5185\u90e8\u7ba1\u7406\u5c0f\u5757\u4e34\u65f6\u6570\u636e\u7684\u80fd\u529b<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>\u901a\u7528\u7b56\u7565<\/h2>\n<table>\n<thead>\n<tr>\n<th>\u73b0\u8c61<\/th>\n<th>\u74f6\u9888<\/th>\n<th>\u4f18\u5316<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><strong>Wait on Memory \u9ad8<\/strong> + <strong>L2 Hit-Rate \u4f4e<\/strong> + <strong>VRAM BW \u4f4e<\/strong>+<strong>Avg Warp Latency<\/strong> \u6781\u9ad8<\/td>\n<td><strong>\u5185\u5b58\u5ef6\u8fdf\u53d7\u9650<\/strong>\u3002\u8bbf\u95ee\u5730\u5740\u592a\u968f\u673a<\/td>\n<td><strong>\u63d0\u5347\u5c40\u90e8\u6027<\/strong>\uff1a\u7f29\u5c0f\u91c7\u6837\u534a\u5f84\u6216\u4f7f\u7528\u66f4\u7d27\u51d1\u7684\u7f13\u5b58\u53cb\u597d\u5e03\u5c40<br \/><strong>\u9884\u53d6\u6570\u636e<\/strong>\uff1a\u5229\u7528groupshared \u9884\u52a0\u8f7d\u5757\u6570\u636e<\/td>\n<\/tr>\n<tr>\n<td><strong>SM Instruction Throughput\u4f4e<\/strong>+ <strong>Unallocated Warps\u9ad8<\/strong>+<strong>SM Warp Occupancy\u4f4e<\/strong>+<strong>Warp Can't Launch\u9ad8<\/strong><\/td>\n<td>\u5bc4\u5b58\u5668\u538b\u529b\u53d7\u9650\u3002\u5c40\u90e8\u53d8\u91cf\u592a\u591a\uff0c\u5bfc\u81f4 SM \u7269\u7406\u7a7a\u95f4\u867d\u6709\uff0c\u4f46\u585e\u4e0d\u4e0b\u66f4\u591a Warp\uff0c\u65e0\u6cd5\u63a9\u76d6\u4efb\u4f55\u6267\u884c\u5ef6\u8fdf<\/td>\n<td>\u51cf\u5c11\u5c40\u90e8\u53d8\u91cf\u5b9a\u4e49\uff0c\u590d\u7528\u53d8\u91cf\u5bc4\u5b58\u5668<br \/>\u5c06\u4e00\u4e2a\u8d85\u957f Shader \u62c6\u5206\u4e3a\u4e24\u4e2a Pass<br \/>\u4f7f\u7528 <code>[branch]<\/code> \u51cf\u5c11\u5c55\u5f00\u540e\u7684\u5bc4\u5b58\u5668\u5360\u7528<\/td>\n<\/tr>\n<tr>\n<td><strong>L2 Bandwidth per Source Unit\u9ad8+VRAM Bandwidth\u9ad8+Wait on Memory \u4e0e L2 Hit-Rate \u5448\u73b0\u8d1f\u76f8\u5173<\/strong><\/td>\n<td>\u663e\u5b58\u5e26\u5bbd\u53d7\u9650<\/td>\n<td>\u538b\u7f29\u7eb9\u7406<br \/>\u5229\u7528\u5171\u4eab\u5185\u5b58\u51cf\u5c11\u91cd\u590d\u8bfb\u53d6<\/td>\n<\/tr>\n<tr>\n<td><strong>SM Instruction Throughput\u9ad8+Math Pipe Busy \u9ad8+Stalls at Issue Stage \u4e3b\u8981\u662f Wait on Math<\/strong><\/td>\n<td>ALU\u6ee1\u8f7d<\/td>\n<td>\u7b97\u6cd5\u7b80\u5316<br \/>\u7cbe\u5ea6\u6298\u8877<br \/>LUT<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1>\u5feb\u901f\u5206\u6790<\/h1>\n<ol>\n<li>\u770b <strong>Top-Level Throughput<\/strong> \u89c6\u56fe\u4e2d\u54ea\u4e2a\u5355\u5143\u7684\u67f1\u72b6\u56fe\u6700\u9ad8\uff1a\u786e\u5b9a\u662fSM \u8fd8\u662f Memory \u5fd9<\/li>\n<\/ol>\n<ul>\n<li><strong>SM > 80%<\/strong>\uff1a\u8ba1\u7b97\u53d7\u9650 (<strong>Math\/Shader Bound<\/strong>)\u3002Shader \u4ee3\u7801\u592a\u91cd<\/p>\n<\/li>\n<li>\n<p><strong>VRAM\/L2 > 70%<\/strong>\uff1a\u5e26\u5bbd\u53d7\u9650 (<strong>Memory Bound<\/strong>)\u3002\u5728\u75af\u72c2\u642c\u8fd0\u6570\u636e<\/p>\n<\/li>\n<li>\n<p><strong>World Pipe \u9ad8<\/strong>\uff1a\u51e0\u4f55\u53d7\u9650 (<strong>Geometry Bound<\/strong>)\u3002\u4e09\u89d2\u5f62\u592a\u591a\u6216\u9876\u70b9 Shader \u592a\u6162<\/p>\n<\/li>\n<li>\n<p><strong>RT Core \u9ad8<\/strong>\uff1a\u5149\u8ffd\u53d7\u9650 (<strong>RT Bound<\/strong>)\u3002BVH \u904d\u5386\u592a\u4e45\u6216\u5c04\u7ebf\u592a\u591a<\/p>\n<\/li>\n<li>\n<p><strong>Front End \u9ad8<\/strong>\uff1a\u8c03\u5ea6\u53d7\u9650 (<strong>Command\/API Bound<\/strong>)\u3002Draw Call \u592a\u788e<\/p>\n<\/li>\n<\/ul>\n<ol start=\"2\">\n<li>\u6838\u5fc3\u6548\u7387\u4ea4\u53c9\u9a8c\u8bc1<\/li>\n<\/ol>\n<ul>\n<li>\n<p>\u5360\u7528\u7387 (Occupancy) \u4e0e \u505c\u987f (Stalls)<\/p>\n<ul>\n<li><strong>\u9ad8\u5360\u7528\u7387 + \u9ad8\u541e\u5410\u91cf<\/strong>\uff1a<strong>\u5b8c\u7f8e\u72b6\u6001<\/strong>\u3002\u786c\u4ef6\u6b63\u5728\u5168\u901f\u8dd1<\/li>\n<li><strong>\u4f4e\u5360\u7528\u7387 + \u9ad8\u5ef6\u8fdf (Latency)<\/strong>\uff1a<strong>\u5371\u9669\u72b6\u6001<\/strong>\u3002SM \u56e0\u4e3a<strong>\u8d44\u6e90\u538b\u529b<\/strong>\u585e\u4e0d\u4e0b\u66f4\u591a Warp\uff0c\u5bfc\u81f4\u65e0\u6cd5\u63a9\u76d6\u5185\u5b58\u5ef6\u8fdf\uff0c\u4ea7\u751f\u5927\u91cf\u7a7a\u8f6c<\/li>\n<\/ul>\n<\/li>\n<li>\u5e26\u5bbd (Bandwidth) \u4e0e \u547d\u4e2d\u7387 (Hit-Rate)\n<ul>\n<li><strong>\u9ad8 VRAM \u5e26\u5bbd + \u4f4e L2 \u547d\u4e2d\u7387<\/strong>\uff1a<strong>\u7f13\u5b58\u6296\u52a8<\/strong><\/li>\n<li><strong>\u4f4e VRAM \u5e26\u5bbd + \u4f4e L2 \u547d\u4e2d\u7387 + \u9ad8\u5ef6\u8fdf<\/strong>\uff1a<strong>\u5ef6\u8fdf\u74f6\u9888<\/strong>\u3002\u867d\u7136\u6ca1\u585e\u6ee1\u8def\uff0c\u4f46\u6bcf\u6b21\u8bf7\u6c42\u90fd\u5f88\u6162<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ol start=\"3\">\n<li>\u5bfb\u627e\u201c\u6027\u80fd\u6740\u624b\u201d\uff1a\u5f53\u53d1\u73b0\u6027\u80fd\u4e0d\u8fbe\u6807\u4e14 SM \u5fd9\u788c\u65f6\uff0c\u626b\u89c6 <strong>Stall Reasons<\/strong> \u9762\u79ef\u56fe<\/li>\n<\/ol>\n<table>\n<thead>\n<tr>\n<th>\u770b\u5230\u54ea\u4e2a\u9762\u79ef\u5927\uff1f<\/th>\n<th>\u5feb\u901f\u7ed3\u8bba<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Wait on Memory<\/td>\n<td>\u90fd\u5728\u7b49\u6570\u636e<\/td>\n<\/tr>\n<tr>\n<td>Warp Can't Launch<\/td>\n<td>Shader \u592a\u80d6\uff0c\u4e34\u65f6\u53d8\u91cf\u591a<\/td>\n<\/tr>\n<tr>\n<td>Wait on Math<\/td>\n<td>\u8ba1\u7b97\u5355\u5143\u6392\u961f<\/td>\n<\/tr>\n<tr>\n<td>Wait on Dependency<\/td>\n<td>\u6307\u4ee4\u94fe\u592a\u957f<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1>P3\u65b9\u6cd5\u8bba<\/h1>\n<p>Nvidia\u6709\u671f\u89c6\u9891\u5206\u4eab\u8fc7\u4e00\u4e2a\u65b9\u6cd5\uff0c\u627e\u5230\u8ddd\u79bb\u786c\u4ef6\u7406\u8bba\u6781\u9650\uff08\u5149\u901f\uff0cSpeed of Light \/ SOL\uff09\u6700\u8fd1\u7684\u90a3\u4e2a\u6307\u6807\uff0c\u90a3\u5c31\u662f\u5f53\u524d\u7684\u552f\u4e00\u74f6\u9888<\/p>\n<p>\u4e3a\u4ec0\u4e48\u8fd9\u4e48\u8bf4\u5462\uff1f\u5728\u89e3\u51b3\u6700\u9ad8\u74f6\u9888\u4e4b\u524d\uff0c\u4f18\u5316\u5176\u4ed6\u8f83\u4f4e SOL \u7684\u90e8\u5206\uff0c\u5bf9\u6574\u4f53\u5e27\u7387\u7684\u63d0\u5347\u662f <strong>0<\/strong><\/p>\n<p>P3\u5c06\u590d\u6742\u7684 GPU \u5de5\u4f5c\u8d1f\u8f7d\u5f52\u7c7b\u4e3a\u4e09\u79cd\u57fa\u672c\u7684\u74f6\u9888\u72b6\u6001\uff1a<\/p>\n<ol>\n<li>\u7b97\u529b\u74f6\u9888<\/li>\n<\/ol>\n<ul>\n<li>\u8868\u73b0\uff1a SM\u7684 SOL \u6781\u9ad8\uff08>80%\uff09\uff0c\u800c Memory SOL \u76f8\u5bf9\u8f83\u4f4e\u3002GPU \u7684\u8ba1\u7b97\u5355\u5143\u6b63\u5728\u6ee1\u8d1f\u8377\u8fdb\u884c\u6570\u5b66\u8fd0\u7b97<\/li>\n<li>\u4f18\u5316\u7b56\u7565\n<ul>\n<li>\u7cbe\u7b80\u6307\u4ee4<\/li>\n<li>\u964d\u7cbe\u5ea6<\/li>\n<li>\u6d88\u706d\u65e0\u7528\u8ba1\u7b97<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ol start=\"2\">\n<li>\u5e26\u5bbd\/\u5185\u5b58\u74f6\u9888<\/li>\n<\/ol>\n<ul>\n<li>\u8868\u73b0\uff1a VRAM \u6216 L2 Cache \u7684 SOL \u6781\u9ad8\uff08>80%\uff09\uff0c\u800c SM SOL \u504f\u4f4e\u3002\u8ba1\u7b97\u5355\u5143\u5728\u7a7a\u8f6c\uff0c\u7b49\u5f85\u6570\u636e\u4ece\u663e\u5b58\u4e2d\u642c\u8fd0\u8fc7\u6765<\/p>\n<\/li>\n<li>\n<p>\u4f18\u5316\u7b56\u7565<\/p>\n<ul>\n<li>\u538b\u7f29\u6570\u636e\uff1a\u4f7f\u7528\u66f4\u7d27\u51d1\u7684\u9876\u70b9\u683c\u5f0f\uff08\u5982 16-bit \u6d6e\u70b9\u6570\u5b58 UV\uff09\uff0c\u4f7f\u7528 ASTC\/BC \u7eb9\u7406\u538b\u7f29<\/p>\n<\/li>\n<li>\n<p>\u5229\u7528\u5171\u4eab\u5185\u5b58\uff1a\u5c06\u9891\u7e41\u8de8\u7ebf\u7a0b\u8bfb\u53d6\u7684\u5168\u5c40\u6570\u636e\u9884\u52a0\u8f7d\u5230 Shared Memory<\/p>\n<\/li>\n<li>\n<p>\u4f18\u5316\u7f13\u5b58\u5c40\u90e8\u6027\uff1a\u6539\u53d8 Compute Shader \u7684\u7ebf\u7a0b\u7ec4 Swizzling \u65b9\u5f0f\uff0c\u786e\u4fdd\u540c\u4e00 Warp \u5185\u7684\u7ebf\u7a0b\u8bfb\u53d6\u76f8\u90bb\u7684\u5185\u5b58\u5730\u5740<\/p>\n<p>\u73b0\u4ee3 GPU \u7684\u6838\u5fc3\u6267\u884c\u5355\u5143\u662f Warp\uff08\u5728 NVIDIA \u67b6\u6784\u4e2d\u662f 32 \u4e2a\u7ebf\u7a0b\u5e76\u6392\u6267\u884c\uff09\uff0c\u5f53\u4e00\u4e2a Warp \u91cc\u7684 32 \u4e2a\u7ebf\u7a0b\u53bb\u8bfb\u53d6\u663e\u5b58\u65f6\uff0cGPU \u5e76\u4e0d\u662f\u5206 32 \u6b21\u53bb\u8bfb\uff0c\u800c\u662f\u5e0c\u671b\u8fd9 32 \u4e2a\u7ebf\u7a0b\u8bf7\u6c42\u7684\u5185\u5b58\u5730\u5740\u662f<strong>\u8fde\u7eed\u7684<\/strong>\u3002\u5982\u679c\u4e0d\u80fd\u8fde\u7eed\uff0c\u4f1a\u53d1\u8d77\u5185\u5b58\u8bf7\u6c42\uff0c\u4ece\u800c\u5bfc\u81f4\u5ef6\u8fdf<\/p>\n<p>\u5982\u4f55\u624b\u52a8\u4fdd\u8bc1\u662f\u8fde\u7eed\u7684\u5462\uff1f\u8fd9\u5c31\u9700\u8981\u5148\u4e86\u89e3Compute Shader\u662f\u5982\u4f55\u6267\u884c\u7684\uff0c\u5f53\u6211\u4eec\u5199\u4e00\u4e2a\u5168\u5c4f\u540e\u5904\u7406 Compute Shader \u65f6\uff0c\u901a\u5e38\u4f1a\u8fd9\u6837\u8c03\u7528\uff1a<code>Dispatch(\u5c4f\u5e55\u5bbd\u5ea6 \/ 8, \u5c4f\u5e55\u9ad8\u5ea6 \/ 8, 1)<\/code>\uff0cGPU \u786c\u4ef6\u5206\u53d1\u5668\u9ed8\u8ba4\u201c\u9010\u884c\u626b\u63cf\u201d\u3002\u5b83\u4f1a\u5148\u6267\u884c\u7b2c\u4e00\u884c\u7684\u6240\u6709 Thread Group\uff08\u4ece\u5de6\u5230\u53f3\uff09\uff0c\u7136\u540e\u518d\u6267\u884c\u7b2c\u4e8c\u884c\uff0c\u5f53 GPU \u5904\u7406\u7b2c\u4e00\u6392\u7684\u50cf\u7d20\u65f6\uff0c\u5b83\u4f1a\u628a\u76f8\u5173\u7684\u6570\u636e\u52a0\u8f7d\u5230 <strong>L2 Cache<\/strong> \uff0c\u5f53\u5904\u7406\u5b8c\u7b2c\u4e00\u884c\uff0c\u51c6\u5907\u5f00\u59cb\u5904\u7406\u7b2c\u4e8c\u884c\u7684\u6700\u5de6\u4fa7\u50cf\u7d20\u65f6\uff0c**\u4e4b\u524d\u7f13\u5b58\u7684\u7b2c\u4e00\u884c\u7684\u6570\u636e\u65e9\u5c31\u56e0\u4e3aL2\u5bb9\u91cf\u4e0d\u591f\uff0c\u88ab\u8e22\u51fa L2 Cache **\u3002\u7531\u4e8e\u540e\u6548\u5e38\u5e38\u9700\u8981\u8bfb\u53d6\u4e0a\u4e0b\u5de6\u53f3\u7684\u50cf\u7d20\uff0c\u8fd9\u4f1a\u5bfc\u81f4\u6d77\u91cf\u7684 Cache Miss<\/p>\n<p>\u4f18\u5316\uff1a<strong>\u5728 Shader \u5185\u90e8\u901a\u8fc7\u6570\u5b66\u516c\u5f0f\u7be1\u6539\u7ebf\u7a0b\u7ec4\u7684 ID (<code>SV_GroupID<\/code>)<\/strong>\uff0c\u5c06\u7ebf\u6027\u7684\u6267\u884c\u987a\u5e8f\uff0c\u5f3a\u5236\u6620\u5c04\u6210\u201c\u5206\u5757\uff08Tile\uff09\u201d\u6267\u884c<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ol start=\"3\">\n<li>\u5ef6\u8fdf\u74f6\u9888<\/li>\n<\/ol>\n<ul>\n<li>\u8868\u73b0\uff1aSM \u548c Memory \u7684 SOL <strong>\u90fd\u4e0d\u9ad8<\/strong>\uff08\u4f8b\u5982\u90fd\u5728 40% \u5de6\u53f3\uff09\u3002\u8fd9\u610f\u5473\u7740 GPU \u65e2\u6ca1\u88ab\u7b97\u529b\u5361\u4f4f\uff0c\u4e5f\u6ca1\u88ab\u5e26\u5bbd\u5361\u4f4f\uff0c\u800c\u662f\u56e0\u4e3a\u67d0\u4e9b\u539f\u56e0<strong>\u505c\u6ede\uff08Stall\uff09<\/strong><\/li>\n<li>\u4f18\u5316\u7b56\u7565\n<ul>\n<li>\u5bc4\u5b58\u5668\u538b\u529b\u8fc7\u5927\uff1aShader \u4e2d\u4f7f\u7528\u4e86\u8fc7\u591a\u7684\u4e34\u65f6\u53d8\u91cf\uff0c\u5bfc\u81f4 Warp \u5360\u7528\u7387\u6781\u4f4e\uff0c\u65e0\u6cd5\u63a9\u76d6\u56fa\u6709\u7684\u5185\u5b58\u5ef6\u8fdf<\/li>\n<li>\u6c14\u6ce1\uff1a<code>ResourceBarrier<\/code> \u63d2\u5165\u4e0d\u5f53<\/li>\n<li>\u5206\u652f\u53d1\u6563<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Warp\u4e0e\u5bc4\u5b58\u5668 CPU \u548c GPU \u5728\u7ba1\u7406\u5bc4\u5b58\u5668\u65f6\u6709\u672c\u8d28\u7684\u533a\u522b\u3002\u5f53 CPU \u5207\u6362\u7ebf\u7a0b\u65f6\uff0c\u5b83\u4f1a\u628a\u5f53\u524d\u7ebf\u7a0b\u7684\u5bc4\u5b58\u5668\u72b6\u6001\u4fdd\u5b58\u5230\u5185\u5b58\u4e2d\uff08 &#8230;<\/p>","protected":false},"author":1,"featured_media":360,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"_links":{"self":[{"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/posts\/358"}],"collection":[{"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/chenglixue.top\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=358"}],"version-history":[{"count":4,"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/posts\/358\/revisions"}],"predecessor-version":[{"id":423,"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/posts\/358\/revisions\/423"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/chenglixue.top\/index.php?rest_route=\/wp\/v2\/media\/360"}],"wp:attachment":[{"href":"http:\/\/chenglixue.top\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=358"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/chenglixue.top\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=358"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/chenglixue.top\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=358"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}