custom-allocators
Custom allocator skill for memory allocation strategies. Use when implementing…
GPU memory model skill for SIMT execution and memory hierarchy. Use when analyzing warp divergence, memory coalescing, shared memory bank conflicts, cache behavior, atomics, or occupancy tradeoffs. Activates on queries about SIMT, warp coalescing, bank conflicts, wavefront, GPU
$ npx -y skills add mohitmishra786/low-level-dev-skills --skill gpu-memory-model --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gpu-memory-modelContext preview
The summary Claude sees to decide when to auto-load this skill.
GPU memory model skill for SIMT execution and memory hierarchy. Use when analyzing warp divergence, memory coalescing, shared memory bank conflicts, cache behavior, atomics, or occupancy tradeoffs. Activates on queries about SIMT, warp coalescing, bank conflicts, wavefront, GPU
name: gpu-memory-model description: GPU memory model skill for SIMT execution and memory hierarchy. Use when analyzing warp divergence, memory coalescing, shared memory bank conflicts, cache behavior, atomics, or occupancy tradeoffs. Activates on queries about SIMT, warp coalescing, bank conflicts, wavefront, GPU occupancy, or memory-bound kernels.
Explain the GPU execution and memory model for agents optimizing kernels: SIMT execution, warp (32) vs wavefront (64) divergence costs, global memory coalescing rules, shared memory bank conflicts, L1/L2 cache behavior, atomic memory ordering, and the occupancy-vs-latency-hiding tradeoff.
GPU hardware ├── Device │ └── SM / CU (Streaming Multiprocessor / Compute Unit) │ ├── Warp schedulers (NVIDIA) or Wavefront schedulers (AMD) │ │ └── Warp/Wavefront (32 or 64 threads in lockstep) │ ├── Register file (partitioned per thread) │ ├── Shared memory / LDS (per SM) │ └── L1 cache (often shared with shared memory) └── L2 cache (device-wide) → DRAM/HBM
**SIMT** (Single Instruction, Multiple Threads): one instruction stream drives a warp/wavefront; each thread has its own registers and thread ID but executes the same instruction in lockstep.
| Vendor | Unit size | Name | |--------|-----------|------| | NVIDIA | 32 threads | Warp | | AMD | 64 threads | Wavefront |
Implications:
When threads in a warp take different branches, the hardware serializes paths:
// Divergent: half warp does A, half does B → 2x instruction issue
if (threadIdx.x % 2 == 0) {
result = expensive_a(data[idx]);
} else {
result = expensive_b(data[idx]);
}
// Non-divergent: all threads same path
result = expensive_a(data[idx]);Mitigations:
Divergence cost ≈ sum of paths taken (not max).
NVIDIA coalescing rule (simplified): threads in a warp accessing consecutive 4-byte words → single 128-byte transaction.
// Coalesced: consecutive threads → consecutive addresses int idx = blockIdx.x * blockDim.x + threadIdx.x; float val = data[idx]; // Uncoalesced: stride access float val = data[threadIdx.x * stride]; // stride > 1 // Partially coalesced: misaligned start float val = data[base + threadIdx.x * 3];
AoS vs SoA impact:
// AoS — poor coalescing when reading one field
struct Particle { float x, y, z; };
float x = particles[i].x; // threads read with stride 3
// SoA — coalesced
float x = pos_x[i];Shared memory is divided into 32 banks (4-byte words). Simultaneous accesses to different addresses in the same bank serialize.
__shared__ float tile[32][32]; // Bank conflict: all threads access tile[threadIdx.x][0] // 32 threads, 32 banks, but column 0 → same bank per row offset float val = tile[threadIdx.x][0]; // Fix: pad columns to break bank alignment __shared__ float tile[32][33]; // +1 padding
Detection: Nsight Compute `l1tex__data_bank_conflicts_pipe_lsu_mem_shared_op_ld.sum` or NCU shared load conflict metrics.
| Level | Scope | Notes | |-------|-------|-------| | L1 | Per-SM | Often unified with shared mem; configurable split | | L2 | Device-wide | Cache lines typically 128 bytes | | Texture/L1 readonly | Per-SM | Cached read-only path for uniform access |
Cache-friendly patterns:
// Cache-friendly tile load
for (int t = 0; t < num_tiles; t++) {
__shared__ float smem[TILE][TILE];
smem[ty][tx] = global[row * N + t * TILE + tx];
__syncthreads();
// compute from smem — L1/L2 only hit on first load per tile
}GPU atomics (`atomicAdd`, `atomicCAS`, `atomicExch`) provide sequential consistency among threads targeting the same address, but high contention serializes execution.
// Bad: all threads atomic to one counter
atomicAdd(&global_sum, local_val);
// Better: per-block reduction, one atomic per block
__shared__ float block_sum;
// ... warp reduce to block_sum ...
if (threadIdx.x == 0)
atomicAdd(&global_sum, block_sum);HIP/CUDA memory fences:
__threadfence_block(); // visible to threads in same block __threadfence(); // visible to all threads on device __threadfence_system(); // visible to host (expensive)
Occupancy tradeoff
├── High occupancy → more warps to hide memory latency
│ └── Costs: fewer registers/SM, less shared mem per block
└── Low occupancy + high ILP → enough independent instructions per warp
└── Works for compute-bound kernels with deep pipelinesDecision tree:
Memory-bound kernel? ├── Yes → maximize active warps (occupancy), coalesce, tile with shared mem └── No (compute-bound) → may lower occupancy if registers enable
A curated suite of AI agent skills for systems and low-level programming — C/C++, Rust, Zig, GPU, bare-metal firmware, Linux kernel/driver development, computer architecture, compiler internals, HPC, and more.
Repo: mohitmishra786/low-level-dev-skills
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