CUB Developer Overview
This living document serves as a guide to the design of the internal structure of CUB.
CUB provides layered algorithms that correspond to the thread/warp/block/device hierarchy of threads in CUDA. There are distinct algorithms for each layer and higher-level layers build on top of those below.
For example, CUB has four flavors of reduce
,
one for each layer: ThreadReduce, WarpReduce, BlockReduce
, and DeviceReduce
.
Each is unique in how it is invoked,
how many threads participate,
and on which thread(s) the result is valid.
These layers naturally build on each other.
For example, WarpReduce
uses ThreadReduce
,
BlockReduce
uses WarpReduce
, etc.
A normal function invoked and executed sequentially by a single thread that returns a valid result on that thread
Single thread functions are usually an implementation detail and not exposed in CUB’s public API
A “cooperative” function where threads concurrently invoke the same function to execute parallel work
The function’s return value is well-defined only on the “first” thread (lowest thread index)
A normal function invoked by a single thread that spawns additional threads to execute parallel work
Result is stored in the pointer provided to the function
Function returns a
cudaError_t
error codeFunction does not synchronize the host with the device
The table below provides a summary of these functions:
layer |
coop invocation |
parallel execution |
max threads |
valid result in |
---|---|---|---|---|
\(-\) |
\(-\) |
\(1\) |
invoking thread |
|
\(+\) |
\(+\) |
\(32\) |
main thread |
|
\(+\) |
\(+\) |
\(1024\) |
main thread |
|
\(-\) |
\(+\) |
\(\infty\) |
global memory |
The details of how each of these layers are implemented is described below.
Common Patterns
While CUB’s algorithms are unique at each layer, there are commonalities among all of them:
Algorithm interfaces are provided as types (classes)1
Algorithms need temporary storage
Algorithms dispatch to specialized implementations depending on compile-time and runtime information
Cooperative algorithms require the number of threads at compile time (template parameter)
Invoking any CUB algorithm follows the same general pattern:
Select the class for the desired algorithm
Query the temporary storage requirements
Allocate the temporary storage
Pass the temporary storage to the algorithm
Invoke it via the appropriate member function
An example of cub::BlockReduce
demonstrates these patterns in practice:
__global__ void kernel(int* per_block_results)
{
// (1) Select the desired class
// `cub::BlockReduce` is a class template that must be instantiated for the
// input data type and the number of threads. Internally the class is
// specialized depending on the data type, number of threads, and hardware
// architecture. Type aliases are often used for convenience:
using BlockReduce = cub::BlockReduce<int, 128>;
// (2) Query the temporary storage
// The type and amount of temporary storage depends on the selected instantiation
using TempStorage = typename BlockReduce::TempStorage;
// (3) Allocate the temporary storage
__shared__ TempStorage temp_storage;
// (4) Pass the temporary storage
// Temporary storage is passed to the constructor of the `BlockReduce` class
BlockReduce block_reduce{temp_storage};
// (5) Invoke the algorithm
// The `Sum()` member function performs the sum reduction of `thread_data` across all 128 threads
int thread_data[4] = {1, 2, 3, 4};
int block_result = block_reduce.Sum(thread_data);
per_block_results[blockIdx.x] = block_result;
}
- 1
Algorithm interfaces are provided as classes because it provides encapsulation for things like temporary storage requirements and enables partial template specialization for customizing an algorithm for specific data types or number of threads.
Thread-level
In contrast to algorithms at the warp/block/device layer,
single threaded functionality like cub::ThreadReduce
is typically implemented as a sequential function and rarely exposed to the user.
template <
int LENGTH,
typename T,
typename ReductionOp,
typename PrefixT,
typename AccumT = detail::accumulator_t<ReductionOp, PrefixT, T>>
__device__ __forceinline__ AccumT ThreadReduce(
T (&input)[LENGTH],
ReductionOp reduction_op,
PrefixT prefix)
{
return ...;
}
Warp-level
CUB warp-level algorithms are specialized for execution by threads in the same CUDA warp.
These algorithms may only be invoked by 1 <= n <= 32
consecutive threads in the same warp.
Overview
Warp-level functionality is provided by types (classes) to provide encapsulation and enable partial template specialization.
For example, cub::WarpReduce
is a class template:
template <typename T,
int LOGICAL_WARP_THREADS = 32,
int LEGACY_PTX_ARCH = 0>
class WarpReduce {
// ...
// (1) define `_TempStorage` type
// ...
_TempStorage &temp_storage;
public:
// (2) wrap `_TempStorage` in uninitialized memory
struct TempStorage : Uninitialized<_TempStorage> {};
__device__ __forceinline__ WarpReduce(TempStorage &temp_storage)
// (3) reinterpret cast
: temp_storage(temp_storage.Alias())
{}
// (4) actual algorithms
__device__ __forceinline__ T Sum(T input);
};
In CUDA, the hardware warp size is 32 threads.
However, CUB enables warp-level algorithms on “logical” warps of 1 <= n <= 32
threads.
The size of the logical warp is required at compile time via the LOGICAL_WARP_THREADS
non-type template parameter.
This value is defaulted to the hardware warp size of 32
.
There is a vital difference in the behavior of warp-level algorithms that depends on the value of LOGICAL_WARP_THREADS
:
If
LOGICAL_WARP_THREADS
is a power of two - warp is partitioned into sub-warps, each reducing its data independently from other sub-warps. The terminology used in CUB:32
threads are called hardware warp. Groups with less than32
threads are called logical or virtual warp since it doesn’t correspond directly to any hardware unit.If
LOGICAL_WARP_THREADS
is not a power of two - there’s no partitioning. That is, only the first logical warp executes algorithm.
It’s important to note that LEGACY_PTX_ARCH
has been recently deprecated.
This parameter used to affect specialization selection (see below).
It was conflicting with the PTX dispatch refactoring and limited NVHPC support.
Temporary storage usage
Warp-level algorithms require temporary storage for scratch space and inter-thread communication.
The temporary storage needed for a given instantiation of an algorithm is known at compile time
and is exposed through the TempStorage
member type definition.
It is the caller’s responsibility to create this temporary storage and provide it to the constructor of the algorithm type.
It is possible to reuse the same temporary storage for different algorithm invocations,
but it is unsafe to do so without first synchronizing to ensure the first invocation is complete.
using WarpReduce = cub::WarpReduce<int>;
// Allocate WarpReduce shared memory for four warps
__shared__ WarpReduce::TempStorage temp_storage[4];
// Get this thread's warp id
int warp_id = threadIdx.x / 32;
int aggregate_1 = WarpReduce(temp_storage[warp_id]).Sum(thread_data_1);
// illegal, has to add `__syncwarp()` between the two
int aggregate_2 = WarpReduce(temp_storage[warp_id]).Sum(thread_data_2);
// illegal, has to add `__syncwarp()` between the two
foo(temp_storage[warp_id]);
Specialization
The goal of CUB is to provide users with algorithms that abstract the complexities of achieving speed-of-light performance across a variety of use cases and hardware.
It is a CUB developer’s job to abstract this complexity from the user by providing a uniform interface that statically dispatches to the optimal code path.
This is usually accomplished via customizing the implementation based on compile time information like the logical warp size, the data type, and the target architecture.
For example, cub::WarpReduce
dispatches to two different implementations based on if the logical warp size is a power of two (described above):
using InternalWarpReduce = cuda::std::conditional_t<
IS_POW_OF_TWO,
WarpReduceShfl<T, LOGICAL_WARP_THREADS>, // shuffle-based implementation
WarpReduceSmem<T, LOGICAL_WARP_THREADS>>; // smem-based implementation
Specializations provide different shared memory requirements,
so the actual _TempStorage
type is defined as:
using _TempStorage = typename InternalWarpReduce::TempStorage;
and algorithm implementation look like:
__device__ __forceinline__ T Sum(T input, int valid_items) {
return InternalWarpReduce(temp_storage)
.Reduce(input, valid_items, ::cuda::std::plus<>{});
}
Due to LEGACY_PTX_ARCH
issues described above,
we can’t specialize on the PTX version.
NV_IF_TARGET
shall be used by specializations instead:
template <typename T, int LOGICAL_WARP_THREADS, int LEGACY_PTX_ARCH = 0>
struct WarpReduceShfl
{
template <typename ReductionOp>
__device__ __forceinline__ T ReduceImpl(T input, int valid_items,
ReductionOp reduction_op)
{
// ... base case (SM < 80) ...
}
template <class U = T>
__device__ __forceinline__
typename std::enable_if<std::is_same<int, U>::value ||
std::is_same<unsigned int, U>::value,
T>::type
ReduceImpl(T input,
int, // valid_items
::cuda::std::plus<>) // reduction_op
{
T output = input;
NV_IF_TARGET(NV_PROVIDES_SM_80,
(output = __reduce_add_sync(member_mask, input);),
(output = ReduceImpl<::cuda::std::plus<>>(
input, LOGICAL_WARP_THREADS, ::cuda::std::plus<>{});));
return output;
}
};
Specializations are stored in the cub/warp/specializations
directory.
Block-scope
Overview
Block-scope algorithms are provided by structures as well:
template <typename T,
int BLOCK_DIM_X,
BlockReduceAlgorithm ALGORITHM = BLOCK_REDUCE_WARP_REDUCTIONS,
int BLOCK_DIM_Y = 1,
int BLOCK_DIM_Z = 1,
int LEGACY_PTX_ARCH = 0>
class BlockReduce {
public:
struct TempStorage : Uninitialized<_TempStorage> {};
// (1) new constructor
__device__ __forceinline__ BlockReduce()
: temp_storage(PrivateStorage()),
linear_tid(RowMajorTid(BLOCK_DIM_X, BLOCK_DIM_Y, BLOCK_DIM_Z)) {}
__device__ __forceinline__ BlockReduce(TempStorage &temp_storage)
: temp_storage(temp_storage.Alias()),
linear_tid(RowMajorTid(BLOCK_DIM_X, BLOCK_DIM_Y, BLOCK_DIM_Z)) {}
};
While warp-scope algorithms only provide a single constructor that requires the user to provide temporary storage, block-scope algorithms provide two constructors:
The default constructor that allocates the required shared memory internally.
The constructor that requires the user to provide temporary storage as argument.
In the case of the default constructor,
the block-level algorithm uses the PrivateStorage()
member function to allocate the required shared memory.
This ensures that shared memory required by the algorithm is only allocated when the default constructor is actually called in user code.
If the default constructor is never called,
then the algorithm will not allocate superfluous shared memory.
__device__ __forceinline__ _TempStorage& PrivateStorage()
{
__shared__ _TempStorage private_storage;
return private_storage;
}
The __shared__
memory has static semantic, so it’s safe to return a reference here.
Specialization
Block-scope facilities usually expose algorithm selection to the user.
The algorithm is represented by the enumeration part of the API.
For the reduction case,
BlockReduceAlgorithm
is provided.
Specializations are stored in the cub/block/specializations
directory.
Temporary storage usage
For block-scope algorithms, it’s unsafe to use temporary storage without synchronization:
using BlockReduce = cub::BlockReduce<int, 128> ;
__shared__ BlockReduce::TempStorage temp_storage;
int aggregate_1 = BlockReduce(temp_storage).Sum(thread_data_1);
// illegal, has to add `__syncthreads` between the two
int aggregate_2 = BlockReduce(temp_storage).Sum(thread_data_2);
// illegal, has to add `__syncthreads` between the two
foo(temp_storage);
Device-scope
Overview
Device-scope functionality is provided by classes called DeviceAlgorithm
,
where Algorithm
is the implemented algorithm.
These classes then contain static member functions providing corresponding API entry points.
struct DeviceAlgorithm {
template <typename ...>
CUB_RUNTIME_FUNCTION static cudaError_t Algorithm(
void *d_temp_storage, size_t &temp_storage_bytes, ..., cudaStream_t stream = 0) {
// optional: minimal argument checking or setup to call dispatch layer
return DispatchAlgorithm<...>::Dispatch(d_temp_storage, temp_storage_bytes, ..., stream);
}
};
For example, device-level reduce will look like cub::DeviceReduce::Sum.
Device-scope facilities always return cudaError_t
and accept stream
as the last parameter (NULL stream by default)
and the first two parameters are always void *d_temp_storage, size_t &temp_storage_bytes
.
The implementation may consist of some minimal argument checking, but should forward as soon as possible to the dispatch layer.
Device-scope algorithms are implemented in files located in cub/device/device_***.cuh.
In general, the use of a CUB algorithm consists of two phases:
Temporary storage size is calculated and returned in
size_t &temp_storage_bytes
.
temp_storage_bytes
of memory is expected to be allocated andd_temp_storage
is expected to be the pointer to this memory.
The following example illustrates this pattern:
// First call: Determine temporary device storage requirements
std::size_t temp_storage_bytes = 0;
cub::DeviceReduce::Sum(d_temp_storage, temp_storage_bytes, d_in, d_out, num_items);
// Allocate temporary storage
void *d_temp_storage = nullptr;
cudaMalloc(&d_temp_storage, temp_storage_bytes);
// Second call: Perform algorithm
cub::DeviceReduce::Sum(d_temp_storage, temp_storage_bytes, d_in, d_out, num_items);
Warning
Even if the algorithm doesn’t need temporary storage as scratch space, we still require one byte of memory to be allocated.
Dispatch layer
A dispatch layer exists for each device-scope algorithms (e.g., DispatchReduce), and is located in cub/device/dispatch. Only device-scope algorithms have a dispatch layer.
The dispatch layer follows a certain architecture. The high-level control flow is represented by the code below. A more precise description is given later.
// Device-scope API
cudaError_t cub::DeviceAlgorithm::Algorithm(d_temp_storage, temp_storage_bytes, ...) {
return DispatchAlgorithm::Dispatch(d_temp_storage, temp_storage_bytes, ...); // calls (1)
}
// Dispatch entry point
static cudaError_t DispatchAlgorithm::Dispatch(...) { // (1)
DispatchAlgorithm closure{...};
// MaxPolicy - tail of linked list containing architecture-specific tunings
return MaxPolicy::Invoke(get_device_ptx_version(), closure); // calls (2)
}
// Chained policy - linked list of tunings
template <int PolicyPtxVersion, typename Policy, typename PrevPolicy>
struct ChainedPolicy {
using ActivePolicy = conditional_t<CUB_PTX_ARCH < PolicyPtxVersion, // (5)
typename PrevPolicy::ActivePolicy, Policy>;
static cudaError_t Invoke(int device_ptx_version, auto dispatch_closure) { // (2)
if (device_ptx_version < PolicyPtxVersion) {
PrevPolicy::Invoke(device_ptx_version, dispatch_closure); // calls (2) of next policy
}
dispatch_closure.Invoke<Policy>(); // eventually calls (3)
}
};
// Dispatch object - a closure over all algorithm parameters
template <typename Policy>
cudaError_t DispatchAlgorithm::Invoke() { // (3)
// host-side implementation of algorithm, calls kernels
kernel<MaxPolicy><<<grid_size, Policy::AlgorithmPolicy::BLOCK_THREADS>>>(...); // calls (4)
}
template <typename ChainedPolicy>
__launch_bounds__(ChainedPolicy::ActivePolicy::AlgorithmPolicy::BLOCK_THREADS) CUB_DETAIL_KERNEL_ATTRIBUTES
void kernel(...) { // (4)
using policy = ChainedPolicy::ActivePolicy; // selects policy of active device compilation pass (5)
using agent = AgentAlgorithm<policy>; // instantiates (6)
agent a{...};
a.Process(); // calls (7)
}
template <typename Policy>
struct AlgorithmAgent { // (6)
void Process() { ... } // (7)
};
Let’s look at each of the building blocks closer.
The dispatch entry point is typically represented by a static member function called DispatchAlgorithm::Dispatch
that constructs an object of type DispatchAlgorithm
, filling it with all arguments to run the algorithm,
and passes it to the ChainedPolicy::Invoke
function:
template <..., // algorithm specific compile-time parameters
typename SelectedPolicy> // also called: PolicyHub
struct DispatchAlgorithm : SelectedPolicy { // TODO(bgruber): I see no need for inheritance, can we remove it?
CUB_RUNTIME_FUNCTION _CCCL_FORCEINLINE static
cudaError_t Dispatch(void *d_temp_storage, size_t &temp_storage_bytes, ..., cudaStream stream) {
if (/* no items to process */) {
if (d_temp_storage == nullptr) {
temp_storage_bytes = 1;
}
return cudaSuccess;
}
int ptx_version = 0;
const cudaError_t error = CubDebug(PtxVersion(ptx_version));
if (cudaSuccess != error)
{
return error;
}
using MaxPolicy = typename SelectedPolicy::MaxPolicy;
DispatchAlgorithm dispatch(..., stream);
return CubDebug(MaxPolicy::Invoke(ptx_version, dispatch));
}
};
For many legacy algorithms, the dispatch layer is publicly accessible and used directly by users, since it often exposes additional performance knobs or configuration, like choosing the index type or policies to use. Exposing the dispatch layer also allowed users to tune algorithms for their use cases. In the newly added algorithms, the dispatch layer should not be exposed publicly anymore.
The ChainedPolicy
has two purposes.
During Invoke
, it converts the runtime PTX version of the current device
to the nearest lower-or-equal compile-time policy available:
template <int PolicyPtxVersion, typename Policy, typename PrevPolicy>
struct ChainedPolicy {
using ActivePolicy = conditional_t<CUB_PTX_ARCH < PolicyPtxVersion,
typename PrevPolicy::ActivePolicy, Policy>;
template <typename Functor>
CUB_RUNTIME_FUNCTION _CCCL_FORCEINLINE
static cudaError_t Invoke(int device_ptx_version, Functor dispatch_closure) {
if (device_ptx_version < PolicyPtxVersion) {
PrevPolicy::Invoke(device_ptx_version, dispatch_closure);
}
dispatch_closure.Invoke<Policy>();
}
};
The dispatch object’s Invoke
function is then called with the best policy for the device’s PTX version:
template <..., typename SelectedPolicy = DefaultTuning>
struct DispatchAlgorithm {
template <typename ActivePolicy>
CUB_RUNTIME_FUNCTION _CCCL_FORCEINLINE
cudaError_t Invoke() {
// host-side implementation of algorithm, calls kernels
using MaxPolicy = typename DispatchSegmentedReduce::MaxPolicy;
kernel<MaxPolicy /*(2)*/><<<grid_size, ActivePolicy::AlgorithmPolicy::BLOCK_THREADS /*(1)*/>>>(...); // calls (4)
}
};
This is where all the host-side work happens and kernels are eventually launched using the supplied policies.
Note how the kernel is instantiated on MaxPolicy
(2) while the kernel launch configuration uses ActivePolicy
(1).
This is an important optimization to reduce compilation-time:
template <typename ChainedPolicy /* ... */ >
__launch_bounds__(ChainedPolicy::ActivePolicy::AlgorithmPolicy::BLOCK_THREADS) __CUB_DETAIL_KERNEL_ATTRIBUTES
void kernel(...) {
using policy = ChainedPolicy::ActivePolicy::AlgorithmPolicy;
using agent = AgentAlgorithm<policy>;
__shared__ typename agent::TempStorage temp_storage; // allocate static shared memory for agent
agent a{temp_storage, ...};
a.Process();
}
The kernel gets compiled for each PTX version (N
many) that was provided to the compiler.
During each device pass,
ChainedPolicy
compares CUB_PTX_ARCH
against the template parameter PolicyPtxVersion
to select an ActivePolicy
type.
During the host pass,
Invoke
is compiled for each architecture in the tuning list (M
many).
If we used ActivePolicy
instead of MaxPolicy
as a kernel template parameter,
we would compile O(M*N)
kernels instead of O(N)
.
The kernels in the dispatch layer shouldn’t contain a lot of code.
Usually, the functionality is extracted into the agent layer.
All the kernel does is derive the proper policy type,
unwrap the policy to initialize the agent and call one of its Consume
/ Process
functions.
Agents are frequently reused by unrelated device-scope algorithms.
An agent policy could look like this:
template <int _BLOCK_THREADS,
int _ITEMS_PER_THREAD,
BlockLoadAlgorithm _LOAD_ALGORITHM,
CacheLoadModifier _LOAD_MODIFIER>
struct AgentAlgorithmPolicy {
static constexpr int BLOCK_THREADS = _BLOCK_THREADS;
static constexpr int ITEMS_PER_THREAD = _ITEMS_PER_THREAD;
static constexpr int ITEMS_PER_TILE = BLOCK_THREADS * ITEMS_PER_THREAD;
static constexpr cub::BlockLoadAlgorithm LOAD_ALGORITHM = _LOAD_ALGORITHM;
static constexpr cub::CacheLoadModifier LOAD_MODIFIER = _LOAD_MODIFIER;
};
It’s typically a collection of configuration values for the kernel launch configuration, work distribution setting, load and store algorithms to use, as well as load instruction cache modifiers.
Finally, the tuning looks like:
template <typename... TuningRelevantParams /* ... */>
struct DeviceAlgorithmPolicy // also called tuning hub
{
// TuningRelevantParams... could be used for decision making, like element types used, iterator category, etc.
// for SM35
struct Policy350 : ChainedPolicy<350, Policy350, Policy300> {
using AlgorithmPolicy = AgentAlgorithmPolicy<256, 20, BLOCK_LOAD_DIRECT, LOAD_LDG>;
// ... additional policies may exist, often one per agent
};
// for SM60
struct Policy600 : ChainedPolicy<600, Policy600, Policy350> {
using AlgorithmPolicy = AgentAlgorithmPolicy<256, 16, BLOCK_LOAD_DIRECT, LOAD_LDG>;
};
using MaxPolicy = Policy600; // alias where policy selection is started by ChainedPolicy
};
The tuning (hub) consists of a class template, possibly parameterized by tuning-relevant compile-time parameters,
containing a list of policies.
These policies are chained by inheriting from ChainedPolicy
and passing the minimum PTX version where they should be used,
as well as their own policy type and next lower policy type.
An alias MaxPolicy
serves as entry point into the chain of tuning policies.
Each policy then defines sub policies for each agent, since a CUB algorithm may use multiple kernels/agents.
Temporary storage usage
It’s safe to reuse storage in the stream order:
cub::DeviceReduce::Sum(nullptr, storage_bytes, d_in, d_out, num_items, stream_1);
// allocate temp storage
cub::DeviceReduce::Sum(d_storage, storage_bytes, d_in, d_out, num_items, stream_1);
// fine not to synchronize stream
cub::DeviceReduce::Sum(d_storage, storage_bytes, d_in, d_out, num_items, stream_1);
// illegal, should call cudaStreamSynchronize(stream)
cub::DeviceReduce::Sum(d_storage, storage_bytes, d_in, d_out, num_items, stream_2);
Temporary storage management
Often times temporary storage for device-scope algorithms has a complex structure.
To simplify temporary storage management and make it safer,
we introduced cub::detail::temporary_storage::layout
:
cub::detail::temporary_storage::layout<2> storage_layout;
auto slot_1 = storage_layout.get_slot(0);
auto slot_2 = storage_layout.get_slot(1);
auto allocation_1 = slot_1->create_alias<int>();
auto allocation_2 = slot_1->create_alias<double>(42);
auto allocation_3 = slot_2->create_alias<char>(12);
if (condition)
{
allocation_1.grow(num_items);
}
if (d_temp_storage == nullptr)
{
temp_storage_bytes = storage_layout.get_size();
return;
}
storage_layout.map_to_buffer(d_temp_storage, temp_storage_bytes);
// different slots, safe to use simultaneously
use(allocation_1.get(), allocation_3.get(), stream);
// `allocation_2` alias `allocation_1`, safe to use in stream order
use(allocation_2.get(), stream);
Symbols visibility
Using CUB/Thrust in shared libraries is a known source of issues.
For a while, the solution to these issues consisted of wrapping CUB/Thrust namespaces with
the THRUST_CUB_WRAPPED_NAMESPACE
macro so that different shared libraries have different symbols.
This solution has poor discoverability,
since issues present themselves in forms of segmentation faults, hangs, wrong results, etc.
To eliminate the symbol visibility issues on our end, we follow the following rules:
Hiding symbols accepting kernel pointers: it’s important that an API accepting kernel pointers (e.g.
triple_chevron
) always resides in the same library as the code taking this pointers.Hiding all kernels: it’s important that kernels always reside in the same library as the API using these kernels.
Incorporating GPU architectures into symbol names: it’s important that kernels compiled for a given GPU architecture are always used by the host API compiled for that architecture.
To satisfy (1), the visibility of thrust::cuda_cub::launcher::triple_chevron
is hidden.
To satisfy (2), instead of annotating kernels as __global__
we annotate them as
CUB_DETAIL_KERNEL_ATTRIBUTES
. Apart from annotating a kernel as global function, the macro also
contains an attribute to set the visibility to hidden.
To satisfy (3), CUB symbols are placed inside an inline namespace containing the set of GPU architectures for which the TU is being compiled.
NVTX
The NVIDIA Tools Extension SDK (NVTX) is a cross-platform API
for annotating source code to provide contextual information to developer tools.
All device-scope algorithms in CUB are annotated with NVTX ranges,
allowing their start and stop to be visualized in profilers
like NVIDIA Nsight Systems.
Only the public APIs available in the <cub/device/device_xxx.cuh>
headers are annotated,
excluding direct calls to the dispatch layer.
NVTX annotations can be disabled by defining NVTX_DISABLE
during compilation.
When CUB device algorithms are called on a stream subject to
graph capture,
the NVTX range is reported for the duration of capture (where no execution happens),
and not when a captured graph is executed later (the actual execution).