GPU Warp Scheduling

GPU Warp Scheduling — the mechanism by which a GPU's streaming multiprocessor (SM) manages and interleaves execution of warps (groups of 32 threads) to hide memory latency.

SIMT Execution

  • SIMT (Single Instruction Multiple Threads): All 32 threads in a warp execute the same instruction simultaneously on different data
  • If threads take different branches → warp divergence — some threads are masked off, executed serially
  • Divergence can halve (or worse) performance

Latency Hiding

  • GPU hides memory latency (hundreds of cycles) by switching to another warp
  • While warp A waits for data, warp B, C, D execute
  • Need enough active warps to keep the SM busy → occupancy

Occupancy

  • $Occupancy = \frac{\text{active warps}}{\text{maximum warps per SM}}$
  • Limited by: registers per thread, shared memory per block, threads per block
  • Higher occupancy = better latency hiding (usually)
  • But: Sometimes lower occupancy with more registers per thread is faster

Warp Scheduling Policies

  • Round-Robin: Each ready warp gets a turn
  • Greedy-Then-Oldest (GTO): Execute same warp until it stalls, then switch
  • Two-Level: Group warps into fetch groups

Understanding warp behavior is essential for writing efficient GPU code — the difference between naive and optimized kernels can be 10-100x.

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