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Profiling Guide

The Kernel Profiling Guide provides comprehensive instructions for using NVIDIA Nsight Compute for profiling CUDA applications, detailing metric collection, sampling, and reproducibility. It includes information on various profiling metrics, their collection methods, and the impact of overhead on performance data collection. The guide serves as a user manual for effectively utilizing the profiling tools to analyze and optimize GPU performance.

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0% found this document useful (0 votes)
4 views54 pages

Profiling Guide

The Kernel Profiling Guide provides comprehensive instructions for using NVIDIA Nsight Compute for profiling CUDA applications, detailing metric collection, sampling, and reproducibility. It includes information on various profiling metrics, their collection methods, and the impact of overhead on performance data collection. The guide serves as a user manual for effectively utilizing the profiling tools to analyze and optimize GPU performance.

Uploaded by

vuoduh
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

KERNEL PROFILING GUIDE

v2021.2.1 | July 2021

User Manual
TABLE OF CONTENTS

Chapter 1. Introduction.........................................................................................1
1.1. Profiling Applications.....................................................................................1
Chapter 2. Metric Collection...................................................................................3
2.1. Sets and Sections......................................................................................... 3
2.2. Sections and Rules........................................................................................4
2.3. Kernel Replay..............................................................................................5
2.4. Application Replay........................................................................................6
2.5. Profile Series.............................................................................................. 8
2.6. Overhead................................................................................................... 9
Chapter 3. Metrics Guide..................................................................................... 11
3.1. Hardware Model......................................................................................... 11
3.2. Metrics Structure........................................................................................ 15
3.3. Metrics Decoder......................................................................................... 19
3.4. Range and Precision.................................................................................... 25
Chapter 4. Sampling............................................................................................27
4.1. Warp Scheduler States................................................................................. 27
Chapter 5. Reproducibility....................................................................................30
5.1. Serialization.............................................................................................. 30
5.2. Clock Control.............................................................................................30
5.3. Cache Control............................................................................................ 31
Chapter 6. Special Configurations...........................................................................32
6.1. Multi Instance GPU......................................................................................32
Chapter 7. Roofline Charts................................................................................... 34
7.1. Overview.................................................................................................. 34
7.2. Analysis....................................................................................................35
Chapter 8. Memory Chart..................................................................................... 37
8.1. Overview.................................................................................................. 37
Chapter 9. Memory Tables.................................................................................... 40
9.1. Shared Memory.......................................................................................... 40
9.2. L1/TEX Cache............................................................................................ 41
9.3. L2 Cache.................................................................................................. 44
9.4. Device Memory...........................................................................................46
Chapter 10. FAQ................................................................................................ 47

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LIST OF TABLES

Table 1 Available Sections ...................................................................................... 4

Table 2 Warp Scheduler States ............................................................................... 27

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Chapter 1.
INTRODUCTION

This guide describes various profiling topics related to NVIDIA Nsight Compute and
NVIDIA Nsight Compute CLI. Most of these apply to both the UI and the CLI version of
the tool.
To use the tools effectively, it is recommended to read this guide, as well as at least the
following chapters of the CUDA Programming Guide:
‣ Programming Model
‣ Hardware Implementation
‣ Performance Guidelines
Afterwards, it should be enough to read the Quickstart chapter of the NVIDIA Nsight
Compute or NVIDIA Nsight Compute CLI documentation, respectively, to start using
the tools.

1.1. Profiling Applications


During regular execution, a CUDA application process will be launched by the user.
It communicates directly with the CUDA user-mode driver, and potentially with the
CUDA runtime library.

When profiling an application with NVIDIA Nsight Compute, the behavior is different.
The user launches the NVIDIA Nsight Compute frontend (either the UI or the CLI)

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Introduction

on the host system, which in turn starts the actual application as a new process on the
target system. While host and target are often the same machine, the target can also be a
remote system with a potentially different operating system.
The tool inserts its measurement libraries into the application process, which allow
the profiler to intercept communication with the CUDA user-mode driver. In addition,
when a kernel launch is detected, the libraries can collect the requested performance
metrics from the GPU. The results are then transferred back to the frontend.

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Chapter 2.
METRIC COLLECTION

Collection of performance metrics is the key feature of NVIDIA Nsight Compute. Since
there is a huge list of metrics available, it is often easier to use some of the tool's pre-
defined sets or sections to collect a commonly used subset. Users are free to adjust which
metrics are collected for which kernels as needed, but it is important to keep in mind the
Overhead associated with data collection.

2.1. Sets and Sections


NVIDIA Nsight Compute uses Section Sets (short sets) to decide, on a very high level,
the amount of metrics to be collected. Each set includes one or more Sections, with each
section specifying several logically associated metrics. For example, one section might
include only high-level SM and memory utilization metrics, while another could include
metrics associated with the memory units, or the HW scheduler.
The number and type of metrics specified by a section has significant impact on the
overhead during profiling. To allow you to quickly choose between a fast, less detailed
profile and a slower, more comprehensive analysis, you can select the respective section
set. See Overhead for more information on profiling overhead.
By default, a relatively small number of metrics is collected. Those mostly include high-
level utilization information as well as static launch and occupancy data. The latter two
are regularly available without replaying the kernel launch. The default set is collected
when no --set, --section and no --metrics options are passed on the command
line. The full set of sections can be collected with --set full.
Use --list-sets to see the list of currently available sets. Use --list-sections to
see the list of currently available sections. The default search directory and the location
of pre-defined section files are also called sections/. All related command line options
can be found in the NVIDIA Nsight Compute CLI documentation.

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2.2. Sections and Rules


Table 1 Available Sections

Identifier and Filename Description


ComputeWorkloadAnalysis Detailed analysis of the compute resources of the streaming
(Compute Workload Analysis) multiprocessors (SM), including the achieved instructions per clock
(IPC) and the utilization of each available pipeline. Pipelines with
very high utilization might limit the overall performance.
InstructionStats (Instruction Statistics of the executed low-level assembly instructions (SASS).
Statistics) The instruction mix provides insight into the types and frequency of
the executed instructions. A narrow mix of instruction types implies
a dependency on few instruction pipelines, while others remain
unused. Using multiple pipelines allows hiding latencies and enables
parallel execution.
LaunchStats (Launch Statistics) Summary of the configuration used to launch the kernel. The launch
configuration defines the size of the kernel grid, the division of
the grid into blocks, and the GPU resources needed to execute the
kernel. Choosing an efficient launch configuration maximizes device
utilization.
MemoryWorkloadAnalysis Detailed analysis of the memory resources of the GPU. Memory can
(Memory Workload Analysis) become a limiting factor for the overall kernel performance when
fully utilizing the involved hardware units (Mem Busy), exhausting
the available communication bandwidth between those units (Max
Bandwidth), or by reaching the maximum throughput of issuing
memory instructions (Mem Pipes Busy). Depending on the limiting
factor, the memory chart and tables allow to identify the exact
bottleneck in the memory system.
Nvlink (Nvlink) High-level summary of NVLink utilization. It shows the total received
and transmitted (sent) memory, as well as the overall link peak
utilization.
Occupancy (Occupancy) Occupancy is the ratio of the number of active warps per
multiprocessor to the maximum number of possible active warps.
Another way to view occupancy is the percentage of the hardware's
ability to process warps that is actively in use. Higher occupancy
does not always result in higher performance, however, low
occupancy always reduces the ability to hide latencies, resulting in
overall performance degradation. Large discrepancies between the
theoretical and the achieved occupancy during execution typically
indicates highly imbalanced workloads.
SchedulerStats (Scheduler Summary of the activity of the schedulers issuing instructions. Each
Statistics) scheduler maintains a pool of warps that it can issue instructions
for. The upper bound of warps in the pool (Theoretical Warps) is
limited by the launch configuration. On every cycle each scheduler
checks the state of the allocated warps in the pool (Active Warps).
Active warps that are not stalled (Eligible Warps) are ready to issue
their next instruction. From the set of eligible warps, the scheduler
selects a single warp from which to issue one or more instructions
(Issued Warp). On cycles with no eligible warps, the issue slot is

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Identifier and Filename Description


skipped and no instruction is issued. Having many skipped issue slots
indicates poor latency hiding.
SourceCounters (Source Source metrics, including branch efficiency and sampled warp stall
Counters) reasons. Sampling Data metrics are periodically sampled over the
kernel runtime. They indicate when warps were stalled and couldn't
be scheduled. See the documentation for a description of all stall
reasons. Only focus on stalls if the schedulers fail to issue every
cycle.
SpeedOfLight (GPU Speed Of High-level overview of the throughput for compute and memory
Light Throughput) resources of the GPU. For each unit, the throughput reports the
achieved percentage of utilization with respect to the theoretical
maximum. Breakdowns show the throughput for each individual
sub-metric of Compute and Memory to clearly identify the highest
contributor.
WarpStateStats (Warp State Analysis of the states in which all warps spent cycles during the
Statistics) kernel execution. The warp states describe a warp's readiness or
inability to issue its next instruction. The warp cycles per instruction
define the latency between two consecutive instructions. The
higher the value, the more warp parallelism is required to hide this
latency. For each warp state, the chart shows the average number
of cycles spent in that state per issued instruction. Stalls are not
always impacting the overall performance nor are they completely
avoidable. Only focus on stall reasons if the schedulers fail to issue
every cycle.

2.3. Kernel Replay


Depending on which metrics are to be collected for a kernel launch, the kernel might
need to be replayed one or more times, since not all metrics can be collected in a single
pass. For example, the number of metrics originating from hardware (HW) performance
counters that the GPU can collect at the same time is restricted. In addition, several
patch-based software (SW) performance counters can have a high impact on kernel
runtime and would skew results for HW counters.
To solve this issue, all metrics requested for a specific kernel instance in NVIDIA Nsight
Compute are grouped into one or more passes. For the first pass, all GPU memory that
can be accessed by the kernel is saved. After the first pass, the subset of memory that is
written by the kernel is determined. Before each pass (except the first one), this subset is
restored in its original location to have the kernel access the same memory contents in
each replay pass.
NVIDIA Nsight Compute attempts to use the fastest available storage location for
this save-and-restore strategy. For example, if data is allocated in device memory, and
there is still enough device memory available, it is stored there directly. If it runs out
of device memory, the data is transferred to the CPU host memory. Likewise, if an
allocation originates from CPU host memory, the tool first attempts to save it into the
same memory location, if possible.
As explained in Overhead, the time needed for this increases the more memory is
accessed, especially written, by a kernel. If NVIDIA Nsight Compute determines that

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only a single replay pass is necessary to collect the requested metrics, no save-and-
restore is performed at all to reduce overhead.

2.4. Application Replay


Depending on which metrics are to be collected for a kernel launch, the kernel might
need to be replayed one or more times, since not all metrics can be collected in a single
pass. For example, the number of metrics originating from hardware (HW) performance
counters that the GPU can collect at the same time is limited. In addition, patch-based
software (SW) performance counters can have a high impact on kernel runtime and
would skew results for HW counters.
To solve this issue, all metrics requested for a specific kernel launch in NVIDIA Nsight
Compute are grouped into one or more passes. In contrast to Kernel Replay, during
Application Replay the complete application is run multiple times, so that in each run one
of those passes can be collected per kernel.
For correctly identifying and combining performance counters collected from multiple
application replay passes of a single kernel launch into one result, the application needs
to be deterministic with respect to its kernel activities and their assignment to GPUs,
contexts, streams, and potentially NVTX ranges. Normally, this also implies that the
application needs to be deterministic with respect to its overall execution.

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Application replay has the benefit that memory accessed by the kernel does not need to
be saved and restored via the tool, as each kernel launch executes only once during the
lifetime of the application process. Besides avoiding memory save-and-restore overhead,
application replay also allows to disable Cache Control. This is especially useful if other
GPU activities preceding a specific kernel launch are used by the application to set
caches to some expected state.
In addition, application replay can support profiling kernels that have
interdependencies to the host during execution. With kernel replay, this class of kernels
typically hangs when being profiled, because the necessary responses from the host
are missing in all but the first pass. In contrast, application replay ensures the correct
behavior of the program execution in each pass.
In contrast to kernel replay, multiple passes collected via application replay imply
that all host-side activities of the application are duplicated, too. If the application
requires significant time for e.g. setup or file-system access, the overhead will increase
accordingly.

Across application replay passes, NVIDIA Nsight Compute matches metric data for the
individual, selected kernel launches. The matching strategy can be selected using the --
app-replay-match option. For matching, only kernels within the same process and
running on the same device are considered. By default, the grid strategy is used, which
matches launches according to their kernel name and grid size. When multiple launches
have the same attributes (e.g. name and grid size), they are matched in execution order.

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2.5. Profile Series


The performance of a kernel is highly dependent on the used launch parameters. Small
changes to the launch parameters can have a significant effect on the runtime behavior
of the kernel. However, identifying the best parameter set for a kernel by manually
testing a lot of combinations can be a tedious process.
To make this workflow faster and more convenient, Profile Series provide the ability
to automatically profile a single kernel multiple times with changing parameters. The
parameters to be modified and values to be tested can be independently enabled and
configured. For each combination of selected parameter values a unique profile result
is collected. And the modified parameter values are tracked in the description of the
results of a series. By comparing the results of a profile series, the kernel’s behavior
on the changing parameters can be seen and the most optimal parameter set can be
identified quickly.

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2.6. Overhead
As with most measurements, collecting performance data using NVIDIA Nsight
Compute CLI incurs some runtime overhead on the application. The overhead does
depend on a number of different factors:
‣ Number and type of collected metrics
Depending on the selected metric, data is collected either through a hardware
performance monitor on the GPU, through software patching of the kernel
instructions or via a launch or device attribute. The overhead between these
mechanisms varies greatly, with launch and device attributes being "statically"
available and requiring no kernel runtime overhead.
Furthermore, only a limited number of metrics can be collected in a single pass of
the kernel execution. If more metrics are requested, the kernel launch is replayed
multiple times, with its accessible memory being saved and restored between
subsequent passes to guarantee deterministic execution. Therefore, collecting more

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metrics can significantly increase overhead by requiring more replay passes and
increasing the total amount of memory that needs to be restored during replay.
‣ The collected section set
Since each set specifies a group of section to be collected, choosing a less
comprehensive set can reduce profiling overhead. See the --set command in the
NVIDIA Nsight Compute CLI documentation.
‣ Number of collected sections
Since each section specifies a set metrics to be collected, selecting fewer sections can
reduce profiling overhead. See the --section command in the NVIDIA Nsight
Compute CLI documentation.
‣ Number of profiled kernels
By default, all selected metrics are collected for all launched kernels. To reduce the
impact on the application, you can try to limit performance data collection to as few
kernel functions and instances as makes sense for your analysis. See the filtering
commands in the NVIDIA Nsight Compute CLI documentation.
There is a relatively high one-time overhead for the first profiled kernel in each
context to generate the metric configuration. This overhead does not occur for
subsequent kernels in the same context, if the list of collected metrics remains
unchanged.
‣ GPU Architecture
For some metrics, the overhead can vary depending on the exact chip they are
collected on, e.g. due to varying number of units on the chip. Similarly, the overhead
for resetting the L2 cache in-between kernel replay passes depends on the size of
that cache.

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Chapter 3.
METRICS GUIDE

3.1. Hardware Model


Compute Model
All NVIDIA GPUs are designed to support a general purpose heterogeneous parallel
programming model, commonly known as Compute. This model decouples the GPU
from the traditional graphics pipeline and exposes it as a general purpose parallel multi-
processor. A heterogeneous computing model implies the existence of a host and a
device, which in this case are the CPU and GPU, respectively. At a high level view, the
host (CPU) manages resources between itself and the device and will send work off to
the device to be executed in parallel.
Central to the compute model is the Grid, Block, Thread hierarchy, which defines how
compute work is organized on the GPU. The hierarchy from top to bottom is as follows:

‣ A Grid is a 1D, 2D or 3D array of thread blocks.


‣ A Block is a 1D, 2D or 3D array of threads, also known as a Cooperative Thread Array
(CTA).
‣ A Thread is a single thread which runs on one of the GPU's SM units.
The purpose of the Grid, Block, Thread hierarchy is to expose a notion of locality
amongst a group of threads, i.e. a Cooperative Thread Array (CTA). In CUDA, CTAs
are referred to as Thread Blocks. The architecture can exploit this locality by providing
fast shared memory and barriers between the threads within a single CTA. When a
Grid is launched, the architecture guarantees that all threads within a CTA will run
concurrently on the same SM. Information on the grids and blocks can be found in the
Launch Statistics section.
The number of CTAs that fit on each SM depends on the physical resources required by
the CTA. These resource limiters include the number of threads and registers, shared
memory utilization, and hardware barriers. The number CTAs per SM is referred to as

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the CTA occupancy, and these physical resources limit this occupancy. Details on the
kernel's occupancy are collected by the Occupancy section.
Each CTA can be scheduled on any of the available SMs, where there is no guarantee in
the order of execution. As such, CTAs must be entirely independent, which means it is
not possible for one CTA to wait on the result of another CTA. As CTAs are independent,
the host (CPU) can launch a large Grid that will not fit on the hardware all at once,
however any GPU will still be able to run it and produce the correct results.
CTAs are further divided into groups of 32 threads called Warps. If the number of
threads in a CTA is not dividable by 32, the last warp will contain the remaining number
of threads.
The total number of CTAs that can run concurrently on a given GPU is referred to as
Wave. Consequently, the size of a Wave scales with the number of available SMs of a
GPU, but also with the occupancy of the kernel.

Streaming Multiprocessor
The Streaming Multiprocessor (SM) is the core processing unit in the GPU. The SM is
optimized for a wide diversity of workloads, including general-purpose computations,
deep learning, ray tracing, as well as lighting and shading. The SM is designed to
simultaneously execute multiple CTAs. CTAs can be from different grid launches.
The SM implements an execution model called Single Instruction Multiple Threads
(SIMT), which allows individual threads to have unique control flow while still
executing as part of a warp. The Turing SM inherits the Volta SM's independent thread
scheduling model. The SM maintains execution state per thread, including a program
counter (PC) and call stack. The independent thread scheduling allows the GPU to
yield execution of any thread, either to make better use of execution resources or to
allow a thread to wait for data produced by another thread possibly in the same warp.
Collecting the Source Counters section allows you to inspect instruction execution and
predication details on the Source Page, along with Sampling information.
Each SM is partitioned into four processing blocks, called SM sub partitions. The SM sub
partitions are the primary processing elements on the SM. Each sub partition contains
the following units:

‣ Warp Scheduler
‣ Register File
‣ Execution Units/Pipelines/Cores

‣ Integer Execution units


‣ Floating Point Execution units
‣ Memory Load/Store units
‣ Special Function unit
‣ Tensor Cores

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Shared within an SM across the four SM partitions are:

‣ Unified L1 Data Cache / Shared Memory


‣ Texture units
‣ RT Cores, if available
A warp is allocated to a sub partition and resides on the sub partition from launch
to completion. A warp is referred to as active or resident when it is mapped to a sub
partition. A sub partition manages a fixed size pool of warps. On Volta architectures,
the size of the pool is 16 warps. On Turing architectures the size of the pool is 8 warps.
Active warps can be in eligible state if the warp is ready to issue an instruction. This
requires the warp to have a decoded instruction, all input dependencies resolved, and
for the function unit to be available. Statistics on active, eligible and issuing warps can be
collected with the Scheduler Statistics section.
A warp is stalled when the warp is waiting on

‣ an instruction fetch,
‣ a memory dependency (result of memory instruction),
‣ an execution dependency (result of previous instruction), or
‣ a synchronization barrier.
See Warp Scheduler States for the list of stall reasons that can be profiled and the Warp
State Statistics section for a summary of warp states found in the kernel execution.
The most important resource under the compiler's control is the number of registers
used by a kernel. Each sub partition has a set of 32-bit registers, which are allocated by
the HW in fixed-size chunks. The Launch Statistics section shows the kernel's register
usage.

Memory
Global memory is a 49-bit virtual address space that is mapped to physical memory
on the device, pinned system memory, or peer memory. Global memory is visible to all
threads in the GPU. Global memory is accessed through the SM L1 and GPU L2.
Local memory is private storage for an executing thread and is not visible outside of that
thread. It is intended for thread-local data like thread stacks and register spills. Local
memory addresses are translated to global virtual addresses by the the AGU unit. Local
memory has the same latency as global memory. One difference between global and
local memory is that local memory is arranged such that consecutive 32-bit words are
accessed by consecutive thread IDs. Accesses are therefore fully coalesced as long as all
threads in a warp access the same relative address (e.g., same index in an array variable,
same member in a structure variable, etc.).
Shared memory is located on chip, so it has much higher bandwidth and much lower
latency than either local or global memory. Shared memory can be shared across a
compute CTA. Compute CTAs attempting to share data across threads via shared

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memory must use synchronization operations (such as __syncthreads()) between stores


and loads to ensure data written by any one thread is visible to other threads in the
CTA. Similarly, threads that need to share data via global memory must use a more
heavyweight global memory barrier.
Shared memory has 32 banks that are organized such that successive 32-bit words map
to successive banks that can be accessed simultaneously. Any 32-bit memory read or
write request made of 32 addresses that fall in 32 distinct memory banks can therefore
be serviced simultaneously, yielding an overall bandwidth that is 32 times as high as the
bandwidth of a single request. However, if two addresses of a memory request fall in the
same memory bank, there is a bank conflict and the access has to be serialized.
A shared memory request for a warp does not generate a bank conflict between two
threads that access any address within the same 32-bit word (even though the two
addresses fall in the same bank). When multiple threads make the same read access,
one thread receives the data and then broadcasts it to the other threads. When multiple
threads write to the same location, only one thread succeeds in the write; which thread
that succeeds is undefined.
Detailed memory metrics are collected by the Memory Workload Analysis section.

Caches
All GPU units communicate to main memory through the Level 2 cache, also known
as the L2. The L2 cache sits between on-chip memory clients and the framebuffer. L2
works in physical-address space. In addition to providing caching functionality, L2 also
includes hardware to perform compression and global atomics.
The Level 1 Data Cache, or L1, plays a key role in handling global, local, shared, texture,
and surface memory reads and writes, as well as reduction and atomic operations. On
Volta and Turing architectures there are , there are two L1 caches per TPC, one for each
SM. For more information on how L1 fits into the texturing pipeline, see the TEX unit
description. Also note that while this section often uses the name "L1", it should be
understood that the L1 data cache, shared data, and the Texture data cache are one and
the same.
L1 receives requests from two units: the SM and TEX. L1 receives global and local
memory requests from the SM and receives texture and surface requests from TEX.
These operations access memory in the global memory space, which L1 sends through a
secondary cache, the L2.
Cache hit and miss rates as well as data transfers are reported in the Memory Workload
Analysis section.

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Texture/Surface
The TEX unit performs texture fetching and filtering. Beyond plain texture memory
access, TEX is responsible for the addressing, LOD, wrap, filter, and format conversion
operations necessary to convert a texture read request into a result.
TEX receives two general categories of requests from the SM via its input interface:
texture requests and surface load/store operations. Texture and surface memory space
resides in device memory and are cached in L1. Texture and surface memory are
allocated as block-linear surfaces (e.g. 2D, 2D Array, 3D). Such surfaces provide a cache-
friendly layout of data such that neighboring points on a 2D surface are also located
close to each other in memory, which improves access locality. Surface accesses are
bounds-checked by the TEX unit prior to accessing memory, which can be used for
implementing different texture wrapping modes.
The L1 cache is optimized for 2D spatial locality, so threads of the same warp that read
texture or surface addresses that are close together in 2D space will achieve optimal
performance. The L1 cache is also designed for streaming fetches with constant latency;
a cache hit reduces DRAM bandwidth demand but not fetch latency. Reading device
memory through texture or surface memory presents some benefits that can make it an
advantageous alternative to reading memory from global or constant memory.
Information on texture and surface memory can be found in the Memory Workload
Analysis section.

3.2. Metrics Structure


Metrics Overview
For metrics collected for GPUs with SM 7.0 and above, NVIDIA Nsight Compute uses
an advanced metrics calculation system, designed to help you determine what happened
(counters and metrics), and how close the program reached to peak GPU performance
(throughputs as a percentage). Every counter has associated peak rates in the database,
to allow computing its throughput as a percentage.
Throughput metrics return the maximum percentage value of their constituent counters.
These constituents have been carefully selected to represent the sections of the GPU
pipeline that govern peak performance. While all counters can be converted to a %-of-
peak, not all counters are suitable for peak-performance analysis; examples of unsuitable
counters include qualified subsets of activity, and workload residency counters. Using
throughput metrics ensures meaningful and actionable analysis.
Two types of peak rates are available for every counter: burst and sustained. Burst rate
is the maximum rate reportable in a single clock cycle. Sustained rate is the maximum
rate achievable over an infinitely long measurement period, for "typical" operations.
For many counters, burst equals sustained. Since the burst rate cannot be exceeded,

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percentages of burst rate will always be less than 100%. Percentages of sustained rate can
occasionally exceed 100% in edge cases.

Metrics Entities
While in NVIDIA Nsight Compute, all performance counters are named metrics, they
can be split further into groups with specific properties. For metrics collected via the
PerfWorks measurement library, four types of metric entities exist:
Metrics: these are calculated quantities. Every metric has the following sub-metrics built
in:

.peak_burst the peak burst rate


.peak_sustained the peak sustained rate
.per_cycle_active the number of operations per unit active
cycle
.per_cycle_elapsed the number of operations per unit elapsed
cycle
.per_cycle_in_region the number of operations per user-
specified range cycle
.per_cycle_in_frame the number of operations per user-
specified frame cycle
.per_second the number of operations per user-
specified frame cycle
.pct_of_peak_burst_active % of peak burst rate achieved during unit
active cycles
.pct_of_peak_burst_elapsed % of peak burst rate achieved during unit
elapsed cycles
.pct_of_peak_burst_region % of peak burst rate achieved over a user-
specified range time
.pct_of_peak_burst_frame % of peak burst rate achieved over a user-
specified frame time
.pct_of_peak_sustained_active % of peak sustained rate achieved during
unit active cycles
.pct_of_peak_sustained_elapsed % of peak sustained rate achieved during
unit elapsed cycles
.pct_of_peak_sustained_region % of peak sustained rate achieved over a
user-specified range time

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.pct_of_peak_sustained_frame % of peak sustained rate achieved over a


user-specified frame time

Counters: may be either a raw counter from the GPU, or a calculated counter value.
Every counter has 4 sub-metrics under it, which are also called roll-ups:

.sum The sum of counter values across all unit


instances.
.avg The average counter value across all unit
instances.
.min The minimum counter value across all unit
instances.
.max The maximum counter value across all
unit instances.

Ratios: every counter has 2 sub-metrics under it:

.pct The value expressed as a percentage.


.ratio The value expressed as a ratio.

Throughputs: a family of percentage metrics that indicate how close a portion of the
GPU reached to peak rate. Every throughput has the following sub-metrics:

.pct_of_peak_burst_active % of peak burst rate achieved during unit


active cycles
.pct_of_peak_burst_elapsed % of peak burst rate achieved during unit
elapsed cycles
.pct_of_peak_burst_region % of peak burst rate achieved over a user-
specified "range" time
.pct_of_peak_burst_frame % of peak burst rate achieved over a user-
specified "frame" time
.pct_of_peak_sustained_active % of peak sustained rate achieved during
unit active cycles
.pct_of_peak_sustained_elapsed % of peak sustained rate achieved during
unit elapsed cycles
.pct_of_peak_sustained_region % of peak sustained rate achieved over a
user-specified "range" time
.pct_of_peak_sustained_frame % of peak sustained rate achieved over a
user-specified "frame" time

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Metrics Guide

In addition to PerfWorks metrics, NVIDIA Nsight Compute uses several other


measurement providers that each generate their own metrics.

‣ Device Attributes: device__attribute_* metrics represent CUDA device


attributes. Collecting them does not require an addition kernel replay pass, as their
value is available from the CUDA driver for each CUDA device.
‣ Launch Metrics: launch__* metrics are collected per kernel launch, and do not
require an additional replay pass. They are available as part of the kernel launch
parameters (such as grid size, block size, ...) or are computed using the CUDA
Occupancy Calculator.

Metrics Examples

## non-metric names -- *not* directly evaluable


sm__inst_executed # counter
smsp__average_warp_latency # ratio
sm__throughput # throughput

## a counter's four sub-metrics -- all evaluable


sm__inst_executed.sum # metric
sm__inst_executed.avg # metric
sm__inst_executed.min # metric
sm__inst_executed.max # metric

## all names below are metrics -- all evaluable


l1tex__data_bank_conflicts_pipe_lsu.sum
l1tex__data_bank_conflicts_pipe_lsu.sum.peak_burst
l1tex__data_bank_conflicts_pipe_lsu.sum.peak_sustained
l1tex__data_bank_conflicts_pipe_lsu.sum.per_cycle_active
l1tex__data_bank_conflicts_pipe_lsu.sum.per_cycle_elapsed
l1tex__data_bank_conflicts_pipe_lsu.sum.per_cycle_region
l1tex__data_bank_conflicts_pipe_lsu.sum.per_cycle_frame
l1tex__data_bank_conflicts_pipe_lsu.sum.per_second
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_burst_active
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_burst_elapsed
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_burst_region
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_burst_frame
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_sustained_active
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_sustained_elapsed
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_sustained_region
l1tex__data_bank_conflicts_pipe_lsu.sum.pct_of_peak_sustained_frame

Metrics Naming Conventions


Counters and metrics _generally_ obey the naming scheme:

‣ Unit-Level Counter :
unit__(subunit?)_(pipestage?)_quantity_(qualifiers?)
‣ Interface Counter :
unit__(subunit?)_(pipestage?)_(interface)_quantity_(qualifiers?)
‣ Unit Metric : (counter_name).(rollup_metric)
‣ Sub-Metric : (counter_name).(rollup_metric).(submetric)

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where

‣ unit: A logical or physical unit of the GPU


‣ subunit: The subunit within the unit where the counter was measured. Sometimes
this is a pipeline mode instead.
‣ pipestage: The pipeline stage within the subunit where the counter was measured.
‣ quantity: What is being measured. Generally matches the dimensional units.
‣ qualifiers: Any additional predicates or filters applied to the counter. Often, an
unqualified counter can be broken down into several qualified sub-components.
‣ interface: Of the form sender2receiver, where sender is the source-unit and
receiver is the destination-unit.
‣ rollup_metric: One of sum, avg, min, max.
‣ submetric: refer to section Metrics Entities
Components are not always present. Most top-level counters have no qualifiers. Subunit
and pipestage may be absent where irrelevant, or there may be many subunit specifiers
for detailed counters.

Cycle Metrics
Counters using the term cycles in the name report the number of cycles in the unit's
clock domain. Unit-level cycle metrics include:

‣ unit__cycles_elapsed : The number of cycles within a range. The cycles'


DimUnits are specific to the unit's clock domain.
‣ unit__cycles_active : The number of cycles where the unit was processing
data.
‣ unit__cycles_stalled : The number of cycles where the unit was unable to
process new data because its output interface was blocked.
‣ unit__cycles_idle : The number of cycles where the unit was idle.
Interface-level cycle counters are often (not always) available in the following variations:

‣ unit__(interface)_active : Cycles where data was transferred from source-


unit to destination-unit.
‣ unit__(interface)_stalled : Cycles where the source-unit had data, but the
destination-unit was unable to accept data.

3.3. Metrics Decoder


The following explains terms found in NVIDIA Nsight Compute SM 7.0 and above
metric names, as introduced in Metrics Structure.

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Units

fe The Frontend unit is responsible for the


overall flow of workloads sent by the
driver. FE also facilitates a number of
synchronization operations.
dram Device (main) memory, where the GPUs
global and local memory resides.
lts A Level 2 (L2) Cache Slice is a sub-
partition of the Level 2 cache.
tpc Thread Processing Clusters are units in
the GPC. They contain one or more SM,
Texture and L1 units, the Instruction
Cache (ICC) and the Indexed Constant
Cache (IDC).
sys Logical grouping of several units.
smsp Each SM is partitioned into four
processing blocks, called SM sub
partitions. The SM sub partitions are the
primary processing elements on the SM. A
sub partition manages a fixed size pool of
warps.
fbpa The FrameBuffer Partition is a memory
controller which sits between the level 2
cache (LTC) and the DRAM. The number
of FBPAs varies across GPUs.
gr Graphics Engine is responsible for all
2D and 3D graphics, compute work, and
synchronous graphics copying work.
gpc The General Processing Cluster contains
SM, Texture and L1 in the form of TPC(s).
It is replicated several times across a chip.
gpu The entire Graphics Processing Unit.
sm The Streaming Multiprocessor handles
execution of a kernel as groups of 32
threads, called warps. Warps are further
grouped into cooperative thread arrays
(CTA), called blocks in CUDA. All warps
of a CTA execute on the same SM. CTAs

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share various resources across their


threads, e.g. the shared memory.
idc The InDexed Constant Cache is a subunit
of the SM responsible for caching
constants that are indexed with a register.
l1 The Level 1 (L1)/Texture Cache is located
within the GPC. It can be used as directed-
mapped shared memory and/or store
global, local and texture data in its cache
portion.

Subunits

global Global memory is a 49-bit virtual address


space that is mapped to physical memory
on the device, pinned system memory, or
peer memory. Global memory is visible to
all threads in the GPU. Global memory is
accessed through the SM L1 and GPU L2.
shared Shared memory is located on chip, so it
has much higher bandwidth and much
lower latency than either local or global
memory. Shared memory can be shared
across a compute CTA.
lsu Load/Store unit
xbar The Crossbar (XBAR) is responsible for
carrying packets from a given source unit
to a specific destination unit.
mioc Memory input/output control
mio Memory input/output
lg Local/Global memory
aperture_device Memory interface to local device memory
(dram)
surface Surface memory
texin TEXIN
local Local memory is private storage for an
executing thread and is not visible outside
of that thread. It is intended for thread-

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local data like thread stacks and register


spills. Local memory has the same latency
as global memory.
aperture_sysmem Memory interface to system memory
texture Texture memory
aperture_peer Memory interface to remote device
memory

Pipelines

lsu Load Store Unit. The LSU pipeline


issues load, store, atomic, and reduction
instructions to the L1TEX unit for global,
local, and shared memory. It also issues
special register reads (S2R), shuffles, and
CTA-level arrive/wait barrier instructions
to the L1TEX unit.
cbu Convergence Barrier Unit. The CBU is
responsible for warp-level convergence,
barrier, and branch instructions.
fp64 Double-precision floating-point. The
implementation of FP64 varies greatly per
chip.
tex Texture Unit. The SM texture pipeline
forwards texture and surface instructions
to the L1TEX unit's TEXIN stage. On
GPUs where FP64 or Tensor pipelines are
decoupled, the texture pipeline forwards
those types of instructions, too.
adu Address Divergence Unit. The ADU
is responsible for address divergence
handling for branches/jumps. It also
provides support for constant loads and
block-level barrier instructions.
xu Transcendental and Data Type Conversion
Unit. The XU pipeline is responsible
for special functions such as sin, cos,
and reciprocal square root. It is also

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responsible for int-to-float, and float-to-int


type conversions.
uniform Uniform Data Path. This scalar unit
executes instructions where all threads
use the same input and generate the same
output.
fmalite Fused Multiply Add/Accumulate Lite.
FMALite performs FP32 arithmetic
(FADD, FMUL, FMA) and FP16 arithmetic
(HADD2, HMUL2, HFMA2).
fp16 Half-precision floating-point. On Volta,
Turing and NVIDIA GA100, the FP16
pipeline performs paired FP16 instructions
(FP16x2). It also contains a fast FP32-to-
FP16 and FP16-to-FP32 converter. Starting
with GA10x chips, this functionality is
part of the FMA pipeline.
alu Arithmetic Logic Unit. The ALU is
responsible for execution of most bit
manipulation and logic instructions. It also
executes integer instructions, excluding
IMAD and IMUL. On NVIDIA Ampere
architecture chips, the ALU pipeline
performs fast FP32-to-FP16 conversion.
fma Fused Multiply Add/Accumulate. The
FMA pipeline processes most FP32
arithmetic (FADD, FMUL, FMAD). It also
performs integer multiplication operations
(IMUL, IMAD), as well as integer dot
products. On GA10x, FMA is a logical
pipeline that indicates peak FP32 and
FP16x2 performance. It is composed of
the FMAHeavy and FMALite physical
pipelines.
fmaheavy Fused Multiply Add/Accumulate Heavy.
FMAHeavy performs FP32 arithmetic
(FADD, FMUL, FMAD), FP16 arithmetic
(HADD2, HMUL2, HFMA2), and integer
dot products.

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Metrics Guide

Quantities

tag Unique key to a cache line. A request


may look up multiple tags, if the thread
addresses do not all fall within a single
cache line-aligned region. The L1 and
L2 both have 128 byte cache lines. Tag
accesses may be classified as hits or
misses.
sector Aligned 32 byte-chunk of memory in a
cache line or device memory. An L1 or L2
cache line is four sectors, i.e. 128 bytes.
Sector accesses are classified as hits if
the tag is present and the sector-data is
present within the cache line. Tag-misses
and tag-hit-data-misses are all classified as
misses.
instruction An assembly (SASS) instruction. Each
executed instruction may generate zero or
more requests.
request A command into a HW unit to perform
some action, e.g. load data from some
memory location. Each request accesses
one or more sectors.
wavefront Unique "work package" generated
at the end of the processing stage for
requests. All work items of a wavefront
are processed in parallel, while work items
of different wavefronts are serialized and
processed on different cycles. At least one
wavefront is generated for each request.

A simplified model for the processing in L1TEX for Volta and newer architectures can
be described as follows: When an SM executes a global or local memory instruction for
a warp, a single request is sent to L1TEX. This request communicates the information for
all participating threads of this warp (up to 32). For local and global memory, based on
the access pattern and the participating threads, the request requires to access a number
of cache lines, and sectors within these cache lines. The L1TEX unit has internally
multiple processing stages operating in a pipeline.
A wavefront is the maximum unit that can pass through that pipeline stage per cycle. If
not all cache lines or sectors can be accessed in a single wavefront, multiple wavefronts

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are created and sent for processing one by one, i.e. in a serialized manner. Limitations
of the work within a wavefront may include the need for a consistent memory space, a
maximum number of cache lines that can be accessed, as well as various other reasons.
Each wavefront then flows through the L1TEX pipeline and fetches the sectors handled
in that wavefront. The given relationships of the three key values in this model are
requests:sectors is 1:N, wavefronts:sectors 1:N, and requests:wavefronts is 1:N.
A wavefront is described as a (work) package that can be processed at once, i.e. there is a
notion of processing one wavefront per cycle in L1TEX. Wavefronts therefore represent
the number of cycles required to process the requests, while the number of sectors per
request is a property of the access pattern of the memory instruction for all participating
threads. For example, it is possible to have a memory instruction that requires 4 sectors
per request in 1 wavefront. However, you can also have a memory instruction having 4
sectors per request, but requiring 2 or more wavefronts.

3.4. Range and Precision


Overview
In general, measurement values that lie outside the expected logical range of a metric
can be attributed to one or more of the below root-causes. If values are exceeding such
range, they are not clamped by the tool to their expected value on purpose to ensure that
the rest of the profiler report remains self-consistent.

Asynchronous GPU activity


GPU engines other than the one measured by a metric (display, copy engine, video
encoder, video decoder, etc.) potentially access shared resources during profiling. Such
chip-global shared resources include L2, DRAM, PCIe, and NVLINK. If the kernel
launch is small, the other engine(s) can cause significant confusion in e.g. the DRAM
results, since it is not possible to isolate the DRAM traffic of the SM. To reduce the
impact of such asynchronous units, consider profiling on a GPU without active display
and without other processes that can access the GPU at the time.

Multi-pass data collection


Out-of-range metrics often occur when the profiler replays the kernel launch to collect
metrics, and work distribution is significantly different across replay passes. A metric
such as hit rate (hits / queries) can have significant error if hits and queries are collected
on different passes and the kernel does not saturate the GPU to reach a steady state
(generally > 20 µs). Similarly, it can show unexpected values when the workload is
inherently variable, as e.g. in the case of spin loops.
To mitigate the issue, when applicable try to increase the measured workload to allow
the GPU to reach a steady state for each launch. Reducing the number of metrics

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collected at the same time can also improve precision by increasing the likelihood that
counters contributing to one metric are collected in a single pass.

Tool issue
If you still observe metric issues after following the guidelines above, please reach out to
us and describe your issue.

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Chapter 4.
SAMPLING

NVIDIA Nsight Compute supports periodic sampling of the warp program counter and
warp scheduler state on desktop devices of compute capability 6.1 and above.
At a fixed interval of cycles, the sampler in each streaming multiprocessor selects an
active warp and outputs the program counter and the warp scheduler state. The tool
selects the minimum interval for the device. On small devices, this can be every 32
cycles. On larger chips with more multiprocessors, this may be 2048 cycles. The sampler
selects a random active warp. On the same cycle the scheduler may select a different
warp to issue.

4.1. Warp Scheduler States


Table 2 Warp Scheduler States

State Hardware Description


Support
Allocation 5.2-6.1 Warp was stalled waiting for a branch to resolve, waiting for
all memory operations to retire, or waiting to be allocated to
the micro-scheduler.
Barrier 5.2+ Warp was stalled waiting for sibling warps at a CTA barrier.
A high number of warps waiting at a barrier is commonly
caused by diverging code paths before a barrier. This causes
some warps to wait a long time until other warps reach
the synchronization point. Whenever possible, try to divide
up the work into blocks of uniform workloads. Also, try to
identify which barrier instruction causes the most stalls, and
optimize the code executed before that synchronization point
first.
Branch Resolving 7.0+ Warp was stalled waiting for a branch target to be computed,
and the warp program counter to be updated. Excessively
jumping (branching) can lead to more warps stalled for this
reason. See also the related No Instructions state.
Dispatch 5.2+ Warp was stalled waiting on a dispatch stall. A warp stalled
during dispatch has an instruction ready to issue, but the

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Sampling

State Hardware Description


Support
dispatcher holds back issuing the warp due to other conflicts
or events.
Drain 5.2+ Warp was stalled after EXIT waiting for all memory
instructions to complete so that warp resources can be freed.
A high number of stalls due to draining warps typically occurs
when a lot of data is written to memory towards the end of
a kernel. Make sure the memory access patterns of these
store operations are optimal for the target architecture and
consider parallelized data reduction, if applicable.
IMC Miss 5.2+ Warp was stalled waiting for an immediate constant cache
(IMC) miss. A read from constant memory costs one memory
read from device memory only on a cache miss; otherwise,
it just costs one read from the constant cache. Accesses to
different addresses by threads within a warp are serialized,
thus the cost scales linearly with the number of unique
addresses read by all threads within a warp. As such, the
constant cache is best when threads in the same warp access
only a few distinct locations. If all threads of a warp access
the same location, then constant memory can be as fast as a
register access.
LG Throttle 7.0+ Warp was stalled waiting for the L1 instruction queue for
local and global (LG) memory operations to be not full.
Typically, this stall occurs only when executing local or global
memory instructions extremely frequently. If applicable,
consider combining multiple lower-width memory operations
into fewer wider memory operations and try interleaving
memory operations and math instructions.
Long Scoreboard 5.2+ Warp was stalled waiting for a scoreboard dependency on
a L1TEX (local, global, surface, tex) operation. To reduce
the number of cycles waiting on L1TEX data accesses
verify the memory access patterns are optimal for the
target architecture, attempt to increase cache hit rates
by increasing data locality, or by changing the cache
configuration, and consider moving frequently used data to
shared memory.
Math Pipe Throttle 5.2+ Warp was stalled waiting for the execution pipe to be
available. This stall occurs when all active warps execute
their next instruction on a specific, oversubscribed math
pipeline. Try to increase the number of active warps to hide
the existent latency or try changing the instruction mix to
utilize all available pipelines in a more balanced way.
Membar 5.2+ Warp was stalled waiting on a memory barrier. Avoid
executing any unnecessary memory barriers and assure that
any outstanding memory operations are fully optimized for
the target architecture.
MIO Throttle 5.2+ Warp was stalled waiting for the MIO (memory input/output)
instruction queue to be not full. This stall reason is high
in cases of extreme utilization of the MIO pipelines, which
include special math instructions, dynamic branches, as well
as shared memory instructions.
Misc 5.2+ Warp was stalled for a miscellaneous hardware reason.

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Sampling

State Hardware Description


Support
No Instructions 5.2+ Warp was stalled waiting to be selected to fetch an
instruction or waiting on an instruction cache miss. A high
number of warps not having an instruction fetched is typical
for very short kernels with less than one full wave of work in
the grid. Excessively jumping across large blocks of assembly
code can also lead to more warps stalled for this reason,
if this causes misses in the instruction cache. See also the
related Branch Resolving state.
Not Selected 5.2+ Warp was stalled waiting for the micro scheduler to select
the warp to issue. Not selected warps are eligible warps
that were not picked by the scheduler to issue that cycle as
another warp was selected. A high number of not selected
warps typically means you have sufficient warps to cover
warp latencies and you may consider reducing the number of
active warps to possibly increase cache coherence and data
locality.
Selected 5.2+ Warp was selected by the micro scheduler and issued an
instruction.
Short Scoreboard 5.2+ Warp was stalled waiting for a scoreboard dependency on
a MIO (memory input/output) operation (not to L1TEX).
The primary reason for a high number of stalls due to
short scoreboards is typically memory operations to shared
memory. Other reasons include frequent execution of special
math instructions (e.g. MUFU) or dynamic branching (e.g.
BRX, JMX). Verify if there are shared memory operations and
reduce bank conflicts, if applicable.
Sleeping 7.0+ Warp was stalled due to all threads in the warp being in
the blocked, yielded, or sleep state. Reduce the number of
executed NANOSLEEP instructions, lower the specified time
delay, and attempt to group threads in a way that multiple
threads in a warp sleep at the same time.
Tex Throttle 5.2+ Warp was stalled waiting for the L1 instruction queue for
texture operations to be not full. This stall reason is high
in cases of extreme utilization of the L1TEX pipeline. If
applicable, consider combining multiple lower-width memory
operations into fewer wider memory operations and try
interleaving memory operations and math instructions.
Wait 5.2+ Warp was stalled waiting on a fixed latency execution
dependency. Typically, this stall reason should be very low
and only shows up as a top contributor in already highly
optimized kernels. If possible, try to further increase the
number of active warps to hide the corresponding instruction
latencies.

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Chapter 5.
REPRODUCIBILITY

In order to provide actionable and deterministic results across application runs, NVIDIA
Nsight Compute applies various methods to adjust how metrics are collected. This
includes serializing kernel launches, purging GPU caches before each kernel replay or
adjusting GPU clocks.

5.1. Serialization
NVIDIA Nsight Compute serializes kernel launches within the profiled application,
potentially across multiple processes profiled by one or more instances of the tool at the
same time.
Serialization across processes is necessary since for the collection of HW performance
metrics, some GPU and driver objects can only be acquired by a single process at a time.
To achieve this, the lock file TMPDIR/nsight-compute-lock is used. On Windows,
TMPDIR is the path returned by the Windows GetTempPath API function. On other
platforms, it is the path supplied by the first environment variable in the list TMPDIR,
TMP, TEMP, TEMPDIR. If none of these is found, it's /tmp.
Serialization within the process is required for most metrics to be mapped to the proper
kernel. In addition, without serialization, performance metric values might vary widely
if kernel execute concurrently on the same device.
It is currently not possible to disable this tool behavior. Refer to the FAQ entry on
possible workarounds.

5.2. Clock Control


For many metrics, their value is directly influenced by the current GPU SM and memory
clock frequencies. For example, if a kernel instance is profiled that has prior kernel
executions in the application, the GPU might already be in a higher clocked state and
the measured kernel duration, along with other metrics, will be affected. Likewise, if
a kernel instance is the first kernel to be launched in the application, GPU clocks will
regularly be lower. In addition, due to kernel replay, the metric value might depend on
which replay pass it is collected in, as later passes would result in higher clock states.

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Reproducibility

To mitigate this non-determinism, NVIDIA Nsight Compute attempts to limit GPU


clock frequencies to their base value. As a result, metric values are less impacted by the
location of the kernel in the application, or by the number of the specific replay pass.
However, this behavior might be undesirable for analysis of the kernel, e.g. in cases
where an external tool is used to fix clock frequencies, or where the behavior of the
kernel within the application is analyzed. To solve this, users can adjust the --clock-
control option to specify if any clock frequencies should be fixed by the tool.
Note that thermal throttling directed by the driver cannot be controlled by the tool and
always overrides any selected options.

5.3. Cache Control


As explained in Kernel Replay, the kernel might need to be replayed multiple times to
collect all requested metrics. While NVIDIA Nsight Compute can save and restore the
contents of GPU device memory accessed by the kernel for each pass, it cannot do the
same for the contents of HW caches, such as e.g. the L1 and L2 cache.
This can have the effect that later replay passes might have better or worse performance
than e.g. the first pass, as the caches could already be primed with the data last accessed
by the kernel. Similarly, the values of HW performance counters collected by the first
pass might depend on which kernels, if any, were executed prior to the measured kernel
launch.
In order to make HW performance counter value more deterministic, NVIDIA Nsight
Compute by default flushes all GPU caches before each replay pass. As a result, in each
pass, the kernel will access a clean cache and the behavior will be as if the kernel was
executed in complete isolation.
This behavior might be undesirable for performance analysis, especially if the
measurement focuses on a kernel within a larger application execution, and if the
collected data targets cache-centric metrics. In this case, you can use --cache-control
none to disable flushing of any HW cache by the tool.

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Chapter 6.
SPECIAL CONFIGURATIONS

6.1. Multi Instance GPU


Multi-Instance GPU (MIG) is a feature that allows a GPU to be partitioned into multiple
CUDA devices. The partitioning is carried out on two levels: First, a GPU can be split
into one or multiple GPU Instances. Each GPU Instance claims ownership of one or
more streaming multiprocessors (SM), a subset of the overall GPU memory, and possibly
other GPU resources, such as the video encoders/decoders. Second, each GPU Instance
can be further partitioned into one or more Compute Instances. Each Compute Instance
has exclusive ownership of its assigned SMs of the GPU Instance. However, all Compute
Instances within a GPU Instance share the GPU Instance's memory and memory
bandwidth. Every Compute Instance acts and operates as a CUDA device with a unique
device ID. See the driver release notes as well as the documentation for the nvidia-smi
CLI tool for more information on how to configure MIG instances.
For profiling, a Compute Instance can be of one of two types: isolated or shared.
An isolated Compute Instance owns all of its assigned resources and does not share any
GPU unit with another Compute Instance. In other words, the Compute Instance is the
same size as its parent GPU Instance and consequently does not have any other sibling
Compute Instances. Profiling works as usual for isolated Compute Instances.
A shared Compute Instance uses GPU resources that can potentially also be accessed
by other Compute Instances in the same GPU Instance. Due to this resource sharing,
collecting profiling data from those shared units is not permitted. Attempts to collect
metrics from a shared unit fail with an error message of ==ERROR== Failed to
access the following metrics. When profiling on a MIG instance, it
is not possible to collect metrics from GPU units that are shared
with other MIG instances followed by the list of failing metrics. Collecting only
metrics from GPU units that are exclusively owned by a shared Compute Instance is still
possible.
All Compute Instances on a GPU share the same clock frequencies. As a result, NVIDIA
Nsight Compute is not able to set the clock frequency on any Compute Instance for
profiling. You can continue analyzing kernels without fixed clock frequencies (using --

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clock-control none; see here for more details). If you have sufficient permissions,
nvidia-smi can be used to configure a fixed frequency for the whole GPU by calling
nvidia-smi --lock-gpu-clocks=tdp,tdp. This sets the GPU clocks to the base TDP
frequency until you reset the clocks by calling nvidia-smi --reset-gpu-clocks.

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Kernel Profiling Guide v2021.2.1 | 33
Chapter 7.
ROOFLINE CHARTS

Roofline charts provide a very helpful way to visualize achieved performance on


complex processing units, like GPUs. This section introduces the Roofline charts that are
presented within a profile report.

7.1. Overview
Kernel performance is not only dependent on the operational speed of the GPU. Since a
kernel requires data to work on, performance is also dependent on the rate at which the
GPU can feed data to the kernel. A typical roofline chart combines the peak performance
and memory bandwidth of the GPU, with a metric called Arithmetic Intensity (a ratio
between Work and Memory Traffic), into a single chart, to more realistically represent the
achieved performance of the profiled kernel. A simple roofline chart might look like the
following:

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Roofline Charts

This chart actually shows two different rooflines. However, the following components
can be identified for each:
‣ Vertical Axis - The vertical axis represents Floating Point Operations per Second
(FLOPS). For GPUs this number can get quite large and so the numbers on this axis
can be scaled for easier reading (as shown here). In order to better accommodate the
range, this axis is rendered using a logarithmic scale.
‣ Horizontal Axis - The horizontal axis represents Arithmetic Intensity, which is
the ratio between Work (expressed in floating point operations per second), and
Memory Traffic (expressed in bytes per second). The resulting unit is in floating point
operations per byte. This axis is also shown using a logarithmic scale.
‣ Memory Bandwidth Boundary - The memory bandwidth boundary is the sloped part
of the roofline. By default, this slope is determined entirely by the memory transfer
rate of the GPU but can be customized inside the SpeedOfLight_RooflineChart.section
file if desired.
‣ Peak Performance Boundary - The peak performance boundary is the flat part of
the roofline By default, this value is determined entirely by the peak performance of
the GPU but can be customized inside the SpeedOfLight_RooflineChart.section file if
desired.
‣ Ridge Point - The ridge point is the point at which the memory bandwidth
boundary meets the peak performance boundary. This point is a useful reference
when analyzing kernel performance.
‣ Achieved Value - The achieved value represents the performance of the profiled
kernel. If baselines are being used, the roofline chart will also contain an achieved
value for each baseline. The outline color of the plotted achieved value point can be
used to determine from which baseline the point came.

7.2. Analysis
The roofline chart can be very helpful in guiding performance optimization efforts for a
particular kernel.

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Roofline Charts

As shown here, the ridge point partitions the roofline chart into two regions. The area
shaded in blue under the sloped Memory Bandwidth Boundary is the Memory Bound
region, while the area shaded in green under the Peak Performance Boundary is the
Compute Bound region. The region in which the achieved value falls, determines the
current limiting factor of kernel performance.
The distance from the achieved value to the respective roofline boundary (shown
in this figure as a dotted white line), represents the opportunity for performance
improvement. The closer the achieved value is to the roofline boundary, the more optimal
is its performance. An achieved value that lies on the Memory Bandwidth Boundary but is
not yet at the height of the ridge point would indicate that any further improvements in
overall FLOP/s are only possible if the Arithmetic Intensity is increased at the same time.
Using the baseline feature in combination with roofline charts, is a good way to track
optimization progress over a number of kernel executions.

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Kernel Profiling Guide v2021.2.1 | 36
Chapter 8.
MEMORY CHART

The Memory Chart shows a graphical, logical representation of performance data for
memory subunits on and off the GPU. Performance data includes transfer sizes, hit rates,
number of instructions or requests, etc.

8.1. Overview

Logical Units (green)


Logical units are shown in green color.

‣ Kernel: The CUDA kernel executing on the GPU's Streaming Multiprocessors


‣ Global: CUDA global memory
‣ Local: CUDA local memory
‣ Texture: CUDA texture memory
‣ Surface: CUDA surface memory
‣ Shared: CUDA shared memory

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Memory Chart

‣ Load Global Store Shared: Instructions loading directly from global into shared
memory without intermediate register file access

Physical Units (blue)


Physical units are shown in blue color.

‣ L1/TEX Cache: The L1/Texture cache. The underlying physical memory is split
between this cache and the user-managed Shared Memory.
‣ Shared Memory: CUDA's user-managed shared memory. The underlying physical
memory is split between this and the L1/TEX Cache.
‣ L2 Cache: The L2 cache
‣ L2 Compression: The memory compression unit of the L2 Cache
‣ System Memory: Off-chip system (CPU) memory
‣ Device Memory: On-chip device (GPU) memory of the CUDA device that executes
the kernel
‣ Peer Memory: On-chip device (GPU) memory of other CUDA devices
Depending on the exact GPU architecture, the exact set of shown units can vary, as not
all GPUs have all units.

Links
Links between Kernel and other logical units represent the number of executed
instructions (Inst) targeting the respective unit. For example, the link between Kernel and
Global represents the instructions loading from or storing to the global memory space.
Instructions using the NVIDIA A100's Load Global Store Shared paradigm are shown
separately, as their register or cache access behavior can be different from regular global
loads or shared stores.
Links between logical units and blue, physical units represent the number of requests
(Req) issued as a result of their respective instructions. For example, the link going from
L1/TEX Cache to Global shows the number of requests generated due to global load
instructions.
The color of each link represents the percentage of peak utilization of the corresponding
communication path. The color legend to the right of the chart shows the applied color
gradient from unused (0%) to operating at peak performance (100%). Triangle markers
to the left of the legend correspond to the links in the chart. The markers offer a more
accurate value estimate for the achieved peak performances than the color gradient
alone.
A unit often shares a common data port for incoming and outgoing traffic. While the
links sharing a port might operate well below their individual peak performances, the
unit's data port may have already reached its peak. Port utilization is shown in the chart
by colored rectangles inside the units located at the incoming and outgoing links. Ports

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Kernel Profiling Guide v2021.2.1 | 38
Memory Chart

use the same color gradient as the data links and have also a corresponding marker to
the left of the legend.
An example of the correlation between the peak values reported in the memory tables
and the ports in the memory chart is shown below.

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Kernel Profiling Guide v2021.2.1 | 39
Chapter 9.
MEMORY TABLES

The Memory Tables show detailed metrics for the various memory HW units, such as
shared memory, the caches, and device memory. For most table entries, you can hover
over it to see the underlying metric name and description. Some entries are generated
as derivatives from other cells, and do not show a metric name on their own, but the
respective calculation. If a certain metric does not contribute to the generic derivative
calculation, it is shown as UNUSED in the tooltip. You can hover over row or column
headers to see a description of this part of the table.

9.1. Shared Memory

Columns

Instructions For each access type, the total number


of all actually executed assembly (SASS)
instructions per warp. Predicated-off
instructions are not included.
E.g., the instruction STS would be counted
towards Shared Store.
Requests The total number of all requests to shared
memory. On SM 7.0 (Volta) and newer

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Kernel Profiling Guide v2021.2.1 | 40
Memory Tables

architectures, each shared memory


instruction generates exactly one request.
Wavefronts Number of wavefronts required to service
the requested shared memory data.
Wavefronts are serialized and processed
on different cycles.
% Peak Percentage of peak utilization. Higher
values imply a higher utilization of the
unit and can show potential bottlenecks,
as it does not necessarily indicate efficient
usage.
Bank Conflicts If multiple threads' requested addresses
map to different offsets in the same
memory bank, the accesses are serialized.
The hardware splits a conflicting memory
request into as many separate conflict-
free requests as necessary, decreasing the
effective bandwidth by a factor equal to
the number of colliding memory requests.

Rows

(Access Types) Shared memory access operations.


Total The aggregate for all access types in the
same column.

9.2. L1/TEX Cache

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Kernel Profiling Guide v2021.2.1 | 41
Memory Tables

Columns

Instructions For each access type, the total number


of all actually executed assembly (SASS)
instructions per warp. Predicated-off
instructions are not included.
E.g., the instruction LDG would be
counted towards Global Loads.
Requests The total number of all requests to L1,
generated for each instruction type. On
SM 7.0 (Volta) and newer architectures,
each instruction generates exactly one
request for LSU traffic (global, local, ...).
For texture (TEX) traffic, more than one
request may be generated.
In the example, each of the 65536 global
load instructions generates exactly one
request.
Wavefronts Number of wavefronts required to
service the requested memory operation.
Wavefronts are serialized and processed
on different cycles.
Wavefront % Peak Percentage of peak utilization for the units
processing wavefronts. High numbers can
imply that the processing pipelines are
saturated and can become a bottleneck.
Sectors The total number of all L1 sectors accesses
sent to L1. Each load or store request
accesses one or more sectors in the L1
cache. Atomics and reductions are passed
through to the L2 cache.
Sectors/Req The average ratio of sectors to requests
for the L1 cache. For the same number of
active threads in a warp, smaller numbers
imply a more efficient memory access
pattern. For warps with 32 active threads,
the optimal ratios per access size are: 32-
bit: 4, 64-bit: 8, 128-bit: 16. Smaller ratios
indicate some degree of uniformity or
overlapped loads within a cache line.

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Kernel Profiling Guide v2021.2.1 | 42
Memory Tables

Higher numbers can imply uncoalesced


memory accesses and will result in
increased memory traffic.
In the example, the average ratio for global
loads is 32 sectors per request, which
implies that each thread needs to access a
different sector. Ideally, for warps with 32
active threads, with each thread accessing
a single, aligned 32-bit value, the ratio
would be 4, as every 8 consecutive threads
access the same sector.
Hit Rate Sector hit rate (percentage of requested
sectors that do not miss) in the L1 cache.
Sectors that miss need to be requested
from L2, thereby contributing to Sector
Misses to L2. Higher hit rates imply better
performance due to lower access latencies,
as the request can be served by L1 instead
of a later stage. Not to be confused with
Tag Hit Rate (not shown).
Bytes Total number of bytes requested from L1.
This is identical to the number of sectors
multiplied by 32 byte, since the minimum
access size in L1 is one sector.
Sector Misses to L2 Total number of sectors that miss in L1
and generate subsequent requests in the
L2 Cache.
In this example, the 262144 sector misses
for global and local loads can be computed
as the miss-rate of 12.5%, multiplied by the
number of 2097152 sectors.
% Peak to L2 Percentage of peak utilization of the
L1-to-XBAR interface, used to send L2
cache requests. If this number is high, the
workload is likely dominated by scattered
{writes, atomics, reductions}, which can
increase the latency and cause warp stalls.
Returns to SM Number of return packets sent from the
L1 cache back to the SM. Larger request

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Memory Tables

access sizes result in higher number of


returned packets.
% Peak to SM Percentage of peak utilization of the
XBAR-to-L1 return path (compare
Returns to SM). If this number is high,
the workload is likely dominated by
scattered reads, thereby causing warp
stalls. Improving read-coalescing or the L1
hit rate could reduce this utilization.

Rows

(Access Types) The various access types, e.g. loads from


global memory or reduction operations on
surface memory.
Loads The aggregate of all load access types in
the same column.
Stores The aggregate of all store access types in
the same column.
Total The aggregate of all load and store access
types in the same column.

9.3. L2 Cache

Columns

Requests For each access type, the total number


of requests made to the L2 cache. This
correlates with the Sector Misses to L2 for
the L1 cache. Each request targets one 128
byte cache line.
Sectors For each access type, the total number of
sectors requested from the L2 cache. Each
request accesses one or more sectors.

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Kernel Profiling Guide v2021.2.1 | 44
Memory Tables

Sectors/Req The average ratio of sectors to requests


for the L2 cache. For the same number of
active threads in a warp, smaller numbers
imply a more efficient memory access
pattern. For warps with 32 active threads,
the optimal ratios per access size are: 32-
bit: 4, 64-bit: 8, 128-bit: 16. Smaller ratios
indicate some degree of uniformity or
overlapped loads within a cache line.
Higher numbers can imply uncoalesced
memory accesses and will result in
increased memory traffic.
% Peak Percentage of peak sustained number
of sectors. The "work package" in the L2
cache is a sector. Higher values imply
a higher utilization of the unit and can
show potential bottlenecks, as it does not
necessarily indicate efficient usage.
Hit Rate Hit rate (percentage of requested sectors
that do not miss) in the L2 cache. Sectors
that miss need to be requested from a later
stage, thereby contributing to one of Sector
Misses to Device, Sector Misses to System, or
Sector Misses to Peer. Higher hit rates imply
better performance due to lower access
latencies, as the request can be served by
L2 instead of a later stage.
Bytes Total number of bytes requested from L2.
This is identical to the number of sectors
multiplied by 32 byte, since the minimum
access size in L2 is one sector.
Throughput Achieved L2 cache throughput in bytes
per second. High values indicate high
utilization of the unit.
Sector Misses to Device Total number of sectors that miss in L2
and generate subsequent requests in
device memory.
Sector Misses to System Total number of sectors that miss in L2
and generate subsequent requests in
system memory.

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Kernel Profiling Guide v2021.2.1 | 45
Memory Tables

Sector Misses to Peer Total number of sectors that miss in L2


and generate subsequent requests in peer
memory.

Rows

(Access Types) The various access types, e.g. loads or


reductions originating from L1 cache.
L1/TEX Total Total for all operations originating from
the L1 cache.
GPU Total Total for all operations across all clients of
the L2 cache. Independent of having them
split out separately in this table.

9.4. Device Memory

Columns

Sectors For each access type, the total number of


sectors requested from device memory.
% Peak Percentage of peak device memory
utilization. Higher values imply a higher
utilization of the unit and can show
potential bottlenecks, as it does not
necessarily indicate efficient usage.
Bytes Total number of bytes transferred between
L2 Cache and device memory.
Throughput Achieved device memory throughput in
bytes per second. High values indicate
high utilization of the unit.

Rows

(Access Types) Device memory loads and stores.


Total The aggregate for all access types in the
same column.

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Kernel Profiling Guide v2021.2.1 | 46
Chapter 10.
FAQ

‣ n/a metric values


n/a means that the metric value is "not available". The most common reason is
that the requested metric does not exist. This can either be the result of a typo, or
a missing suffix. Verify the metric name against the output of of the --query-
metrics NVIDIA Nsight Compute CLI option.
If the metric name was copied (e.g. from an old version of this documentation),
make sure that it does not contain zero-width unicode characters.
Finally, the metric might simply not exist for the targeted
GPU architecture. For example, the IMMA pipeline metric
sm__inst_executed_pipe_tensor_op_imma.avg.pct_of_peak_sustained_active
is not available on GV100 chips.
‣ Metric values outside the expected logical range
This includes e.g. percentages exceeding 100% or metrics reporting negative values.
For further details, see Range and Precision.
‣ ERR_NVGPUCTRPERM - The user does not have permission to access NVIDIA
GPU Performance Counters on the target device.
By default, NVIDIA drivers require elevated permissions to access GPU
performance counters. You can either start profiling as root/using sudo, or by
enabling non-admin profiling. For further details, see [Link]
ERR_NVGPUCTRPERM.
‣ Unsupported GPU
This indicates that the GPU, on which the current kernel is launched, is not
supported. See the Release Notes for a list of devices supported by your version of
NVIDIA Nsight Compute. It can also indicate that the current GPU configuration is
not supported. For example, NVIDIA Nsight Compute might not be able to profile
GPUs in SLI configuration.
‣ Connection error detected communicating with target application.
The inter-process connection to the profiled application unexpectedly dropped. This
happens if the application is killed or signals an exception (e.g. segmentation fault).
‣ Failed to connect. The target process may have exited.

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Kernel Profiling Guide v2021.2.1 | 47
FAQ

This occurs if
‣ the application does not call any CUDA API calls before it exits.
‣ the application terminates early because it was started from the wrong working
directory, or with the wrong arguments. In this case, check the details in the
Connection Dialog.
‣ the application crashes before calling any CUDA API calls.
‣ the application launches child processes which use the CUDA. In this case,
launch with the --target-processes all option.
‣ The profiler returned an error code: (number)
For the non-interactive Profile activity, the NVIDIA Nsight Compute CLI is started
to generate the report. If either the application exited with a non-zero return code,
or the NVIDIA Nsight Compute CLI encountered an error itself, the resulting return
code will be shown in this message.
For example, if the application hit an segmentation fault (SIGSEGV) on Linux, it
will likely return error code 11. All non-zero return codes are considered errors, so
the message is also shown if the application exits with return code 1 during regular
execution.
To debug this issue, it can help to run the data collection directly from the command
line using ncu in order to observe the application's and the profiler's command line
output, e.g. ==ERROR== The application returned an error code (11)
‣ Failed to open/create lock file (path). Please check that this process has write
permissions on this file.
NVIDIA Nsight Compute failed to create or open the file (path) with write
permissions. This file is used for inter-process serialization. NVIDIA Nsight
Compute does not remove this file after profiling by design. The error occurs if the
file was created by a profiling process with permissions that prevent the current
process from writing to this file, or if the current user can't acquire this file for other
reasons (e.g. certain Linux kernel security settings).
The file is in the current temporary directory, i.e. TMPDIR/nsight-compute-
lock. On Windows, TMPDIR is the path returned by the Windows GetTempPath
API function. On other platforms, it is the path supplied by the first environment
variable in the list TMPDIR, TMP, TEMP, TEMPDIR. If none of these is found, it's /
tmp.
Older versions of NVIDIA Nsight Compute did not set write permissions for all
users on this file by default. As a result, running the tool on the same system with a
different user might cause this error. This has been resolved since version 2020.2.1.
The following workarounds can be used to solve this problem:
‣ If it is otherwise ensured that no concurrent NVIDIA Nsight Compute instances
are active on the same system, set TMPDIR to a different directory for which the
current user has write permissions.
‣ Ask the user owning the file, or a system administrator, to remove it or add
write permissions for all potential users.

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Kernel Profiling Guide v2021.2.1 | 48
FAQ

‣ On Linux systems setting fs.protected_regular=1, root or other users may


not be able to access this file, even though the owner can, if the sticky bit is
set on the temporary directory. Either disable this setting using sudo sysctl
fs.protected_regular=0, use a different temporary directory (see above),
or enable access to hardware performance counters for non-root users and
profile as the same user who owns the file (see [Link]
ERR_NVGPUCTRPERM on how to change this setting).
‣ Profiling failed because a driver resource was unavailable.
The error indicates that a required CUDA driver resource was unavailable during
profiling. Most commonly, this means that NVIDIA Nsight Compute could not
reserve the driver's performance monitor, which is necessary for collecting most
metrics.
This can happen if another application has a concurrent reservation on this resource.
Such applications can be e.g. DCGM, a client of CUPTI's Profiling API, Nsight
Graphics, or another instance of NVIDIA Nsight Compute without access to the
same file system (see serialization for how this is prevented within the same file
system).
If you expect the problem to be caused by DCGM, consider using dcgmi profile
--pause to stop its monitoring while profiling with NVIDIA Nsight Compute.
‣ Could not deploy stock * files to *
Could not determine user home directory for section deployment.
An error occurred while trying to deploy stock section or rule files. By default,
NVIDIA Nsight Compute tries to deploy these to a versioned directory in the user's
home directory (as identified by the HOME environment variable on Linux), e.g. /
home/user/Documents/NVIDIA Nsight Compute/<version>/Sections.
If the directory cannot be determined (e.g. because this environment variable is
not pointing to a valid directory), or if there is an error while deploying the files
(e.g. because the current process does not have write permissions on it), warning
messages are shown and NVIDIA Nsight Compute falls back to using stock sections
and rules from the installation directory.
If you are in an environment where you consistently don't have write access to the
user's home directory, consider populating this directory upfront using ncu --
section-folder-restore, or by making /home/user/Documents/NVIDIA
Nsight Compute/<version> a symlink to a writable directory.

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Kernel Profiling Guide v2021.2.1 | 49
Notice
ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS,
DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY,
"MATERIALS") ARE BEING PROVIDED "AS IS." NVIDIA MAKES NO WARRANTIES,
EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE
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NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR
PURPOSE.
Information furnished is believed to be accurate and reliable. However, NVIDIA
Corporation assumes no responsibility for the consequences of use of such
information or for any infringement of patents or other rights of third parties
that may result from its use. No license is granted by implication of otherwise
under any patent rights of NVIDIA Corporation. Specifications mentioned in this
publication are subject to change without notice. This publication supersedes and
replaces all other information previously supplied. NVIDIA Corporation products
are not authorized as critical components in life support devices or systems
without express written approval of NVIDIA Corporation.

Trademarks
NVIDIA and the NVIDIA logo are trademarks or registered trademarks of NVIDIA
Corporation in the U.S. and other countries. Other company and product names
may be trademarks of the respective companies with which they are associated.

Copyright
© 2018-2021 NVIDIA Corporation. All rights reserved.

This product includes software developed by the Syncro Soft SRL (http://
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