# SASS Control Codes — Ampere (sm_86) Control codes are the scheduling metadata attached to every SASS instruction. They tell the GPU's warp scheduler about data dependencies and when it's safe to execute each instruction. ## Format In CuAssembler `.cuasm` files, each instruction looks like: ``` [B------:R-:W0:Y:S04] FFMA R8, R4, R6, R8 ; ``` The `[...]` block is the control code. It has 5 fields: ``` [BBBBBB:Rx:Wx:Y:Snn] ^^^^^^ ^^ ^^ ^ ^^^ | | | | +-- Stall count (S00..S15) | | | +---- Yield hint (Y or -) | | +------- Write scoreboard (W0..W5 or W-) | +---------- Read scoreboard (R0..R5 or R-) +----------------- Barrier mask (6 bits, B or -) ``` ## Stall Count (S00..S15) The number of cycles the warp scheduler will stall before issuing this instruction. - `S00` — no stall (issue immediately) - `S01` — stall 1 cycle - `S15` — stall 15 cycles (maximum) Setting stall too low causes **data hazards** → wrong results or GPU hangs. Setting stall too high wastes cycles. **How to find the right value**: stall = instruction_latency - pipeline_depth. For most instructions, ptxas sets conservative stalls. Reducing them is safe if you can fill the gap with independent instructions (latency hiding). Typical instruction latencies on Ampere: | Instruction | Latency | ptxas stall | |---|---|---| | `IMAD` | ~6 cycles | S06 | | `FADD`, `FMUL` | ~4 cycles | S04 | | `FFMA` | ~4 cycles | S04 | | `MUFU.*` | ~16 cycles | S04 (with scoreboard) | | `LDS` | ~20 cycles | S02 (with scoreboard) | | `LDG` | ~200 cycles | S00 + barrier | | `HMMA` | ~32 cycles | S00 + barrier (pipelined) | | `BAR.SYNC` | variable | — | ## Write Scoreboard (W0..W5) Assigns this instruction's output to a dependency tracking slot. Later instructions that read this value reference the same slot via the barrier mask. - `W-` — no scoreboard tracking (immediate, e.g. `MOV`) - `W0`..`W5` — 6 available scoreboard slots Long-latency instructions (global loads, MUFU) use scoreboards so the scheduler knows when the result is ready without stalling immediately. ## Barrier Mask (BBBBBB) 6-bit mask. Each bit corresponds to a scoreboard slot (0..5). If bit N is set (`B` instead of `-`), this instruction stalls until scoreboard slot N signals completion. Example: ``` ; Global load — assigns to scoreboard 0 [B------:R-:W0:-:S00] LDG.E R4, [R2] ; ; ... (issue other independent instructions here to hide latency) ; Use the loaded value — wait for scoreboard 0 [B0-----:R-:W-:Y:S04] FADD R8, R4, R6 ; ``` The `B0-----` means "wait for scoreboard slot 0 before executing." ## Read Scoreboard (R0..R5) Similar to write scoreboard but for read-after-write hazards on shared memory. Less commonly used in hand-written kernels. ## Yield Hint (Y or -) `Y` — suggest to the warp scheduler that it can switch to another warp. `-` — hint to keep executing this warp (reduces context-switch overhead). Use `Y` at natural stall points (after issuing a long-latency load). The scheduler uses this as a hint, not a hard requirement. ## Example: Optimizing an FFMA Loop **Before optimization** (compiler output — conservative stalls): ```sass [B------:R-:W0:-:S00] LDG.E.128 R4, [R2] ; // load 4 floats from A tile [B------:R-:W1:-:S00] LDG.E.128 R8, [R6] ; // load 4 floats from B tile [B0-----:R-:W-:Y:S15] FFMA R12, R4, R8, R12 ; // wait 15 cycles for R4 [B------:R-:W-:-:S04] FFMA R13, R5, R9, R13 ; [B------:R-:W-:-:S04] FFMA R14, R6, R10, R14 ; [B------:R-:W-:-:S04] FFMA R15, R7, R11, R15 ; ``` **After optimization** (software-pipelined — issue next load while computing): ```sass ; Issue load for NEXT tile early [B------:R-:W0:-:S00] LDG.E.128 R4, [R2] ; // load tile N [B------:R-:W1:-:S00] LDG.E.128 R20, [R2+0x100] ; // load tile N+1 (next iteration) ; Compute on tile N-1 (already in registers from previous iter) ; These fill the latency gap of the tile N loads above [B------:R-:W-:-:S04] FFMA R12, R16, R18, R12 ; [B------:R-:W-:-:S04] FFMA R13, R17, R19, R13 ; ; Now use tile N (should be ready by now) [B0-----:R-:W-:Y:S04] FFMA R12, R4, R8, R12 ; // B0: wait for tile N ``` This is **double-buffering** — you're always computing on one tile while loading the next. It completely hides the global memory latency when done correctly. ## Debugging Control Code Issues If your hand-modified kernel produces wrong results: 1. First try setting all stalls to `S15` — if it works, you have a hazard 2. Add `MEMBAR.GL` after global stores if results are inconsistent 3. Check scoreboard assignments: every long-latency op needs `W0..W5` and every consumer needs the matching `B` bit set If the kernel hangs or crashes the driver: 1. You likely have an illegal instruction encoding 2. Restore the original control code from the unmodified `.cuasm` 3. Check CuAssembler's output for warnings during assembly