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Computer Organization CS224 Fall 2012 Lesson 52
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Message Passing Each processor has private physical address space Hardware sends/receives messages between processors §7.4 Clusters and Other Message-Passing Multiprocessors
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Loosely Coupled Clusters Network of independent computers l Each has private memory and OS l Connected using I/O system -E.g., Ethernet/switch, Internet Suitable for applications with independent tasks l Web servers, databases, simulations, … High availability, scalable, affordable Problems l Administration cost (prefer virtual machines) l Low interconnect bandwidth -c.f. processor/memory bandwidth on an SMP
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Sum Reduction (Again) Sum 100,000 on 100 processors First distribute 1000 numbers to each l Then do partial sums sum = 0; for (i = 0; i<1000; i = i + 1) sum = sum + AN[i]; Reduction l Half the processors send, other half receive & add l Then a quarter send, other quarter receive & add, …
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Sum Reduction (Again) Using send() and receive() operations limit = 100; half = 100;/*100 processors*/ repeat half = (half+1)/2; /* send vs. receive dividing line */ if (Pn >= half && Pn < limit) send(Pn - half, sum); if (Pn < (limit/2)) sum = sum + receive(); limit = half; /*upper limit of senders*/ until (half == 1); /*exit with final sum*/ With odd #, middle element stays out, becomes upper limit in next iteration Send/receive also provide synchronization Assumes send/receive take similar time to addition
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Grid Computing Separate computers interconnected by long-haul networks l E.g., Internet connections l Work units farmed out, results sent back Can make use of idle time on PCs l E.g., SETI@home, World Community Grid
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Multiprocessor Programming Unfortunately, writing programs which take advantage of multiprocessors is not a trivial task l Inter-processor communication required to complete a task l Traditional tools require that the program understand the specifics of the underlying hardware l Amdahl’s law limits performance due to a lack of inherent parallelism in many applications Given these issues, a limited number of applications have been rewritten to take advantage of multiprocessor systems l Examples: Databases, file servers, CAD, MP OSes
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Multithreading Performing multiple threads of execution in parallel l Replicate registers, PC, etc. l Fast switching between threads Fine-grain multithreading l Switch threads after each cycle l Interleave instruction execution l If one thread stalls, others are executed Coarse-grain multithreading l Only switch on long stall (e.g., L2-cache miss) l Simplifies hardware, but doesn’t hide short stalls (eg, data hazards) §7.5 Hardware Multithreading
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Types of Multithreading Fine-grain – switch threads on every instruction issue l Round-robin thread interleaving (skipping stalled threads) l Processor must be able to switch threads on every clock cycle l Advantage – can hide throughput losses that come from both short and long stalls l Disadvantage – slows down the execution of an individual thread since a thread that is ready to execute without stalls is delayed by instructions from other threads Coarse-grain – switches threads only on costly stalls (e.g., L2 cache misses) l Advantages – thread switching doesn’t have to be essentially free; this method is much less likely to slow down the execution of an individual thread l Disadvantage – limited, due to pipeline start-up costs, in its ability to overcome throughput loss, since pipeline must be flushed and refilled on thread switches
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Simultaneous Multithreading (SMT) In multiple-issue dynamically scheduled processor l Schedule instructions from multiple threads l Instructions from independent threads execute when function units are available l Within threads, dependencies handled by scheduling and register renaming Example: Intel Pentium-4 (w/ HyperThreading) l Two threads: duplicated registers, shared function units and caches
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Multithreading Example
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Future of Multithreading Will it survive? In what form? Power considerations simplified microarchitectures l Simpler forms of multithreading Tolerating cache-miss latency l Thread switch may be most effective Multiple simple cores might share resources more effectively
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Instruction and Data Streams An alternate classification—Flynn’s taxonomy §7.6 SISD, MIMD, SIMD, SPMD, and Vector Data Streams SingleMultiple Instruction Streams SingleSISD: Intel Pentium 4 SIMD: SSE instructions of x86 MultipleMISD: No examples today MIMD: Intel Xeon e5345 SPMD: Single Program Multiple Data A parallel program on a MIMD computer Conditional code for different processors
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SIMD Operate element-wise on vectors of data l E.g., MMX and SSE instructions in x86 -Multiple data elements in 128-bit wide registers All processors execute the same instruction at the same time l Each with different data address, etc. Simplifies synchronization Reduced instruction control hardware Works best for highly data-parallel applications
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Vector Processors Highly pipelined function units Stream data from/to vector registers to units l Data collected from memory into registers l Results stored from registers to memory Example: Vector extension to MIPS l 32 × 64-element registers (64-bit elements) l Vector instructions -lv, sv : load/store vector -addv.d : add vectors of double -addvs.d : add scalar to each element of vector of double Significantly reduces instruction-fetch bandwidth
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Example: DAXPY (Y = a × X + Y) Conventional MIPS code (loops 64 times) l.d $f0,a($sp) ;load scalar a addiu r4,$s0,#512 ;upper bound of what to load loop: l.d $f2,0($s0) ;load x(i) mul.d $f2,$f2,$f0 ;a × x(i) l.d $f4,0($s1) ;load y(i) add.d $f4,$f4,$f2 ;a × x(i) + y(i) s.d $f4,0($s1) ;store into y(i) addiu $s0,$s0,#8 ;increment index to x addiu $s1,$s1,#8 ;increment index to y subu $t0,r4,$s0 ;compute bound bne $t0,$zero,loop ;check if done Vector MIPS code (NO loop) l.d $f0,a($sp) ;load scalar a lv $v1,0($s0) ;load vector x mulvs.d $v2,$v1,$f0 ;vector-scalar multiply lv $v3,0($s1) ;load vector y addv.d $v4,$v2,$v3 ;add y to product sv $v4,0($s1) ;store the result
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Vector vs. Scalar Vector architectures and compilers l Simplify data-parallel programming l Explicit statement of absence of loop-carried dependences -Reduced checking in hardware l Regular access patterns benefit from interleaved and burst memory l Avoid control hazards by avoiding loops More general than ad-hoc media extensions (such as MMX, SSE) l Better match with compiler technology
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History of GPUs Early video cards l Frame buffer memory with address generation for video output 3D graphics processing l Originally high-end computers (e.g., SGI) l Moore’s Law lower cost, higher density l 3D graphics cards for PCs and game consoles Graphics Processing Units l Processors oriented to 3D graphics tasks l Vertex/pixel processing, shading, texture mapping, rasterization §7.7 Introduction to Graphics Processing Units
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Graphics in the System
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Graphics Processing Units (GPUs) Initially GPUs were accelerators to supplement a CPU so they didn’t need to be able to perform all of the tasks of a CPU. They dedicated all of their resources to graphics Programming interfaces free from backward binary compatibility constraints resulted in more rapid innovation in GPUs than in CPUs Original GPU data types: vertices (x, y, z, w) coordinates and pixels (red, green, blue, alpha) color components GPUs execute many threads (e.g., vertex and pixel shading) in parallel – lots of data-level parallelism
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GPU Architectures Processing is highly data-parallel l GPUs are highly multithreaded l Use thread switching to hide memory latency -Less reliance on multi-level caches l Graphics memory is wide and high-bandwidth Trend toward general purpose GPUs l Heterogeneous CPU/GPU systems l CPU for sequential code, GPU for parallel code Programming languages/APIs l APIs: DirectX, OpenGL l High level graphics shading languages: C for Graphics (Cg), High Level Shader Language (HLSL) l Compute Unified Device Architecture (CUDA)
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Typical GPU Architecture Features Rely on having enough threads to hide the latency to memory (not caches as in CPUs) l Each GPU is highly multithreaded Use extensive parallelism to get high performance l Have extensive set of SIMD instructions; l GPUs are multicore (multiple GPU processors on a chip) Main memory is bandwidth, not latency, driven l GPU DRAMs are wider and have higher bandwidth than CPU memories, but are typically smaller in capacity Leaders in the marketplace l NVIDIA: GeForce 8800 GTX (16 multiprocessors each with 8 multithreaded processing units) l AMD: ATI Radeon and ATI FireGL l Intel, others, trying to break in
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Example: NVIDIA Tesla Streaming multiprocessor 8 × Streaming processors
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Example: NVIDIA Tesla Streaming Processors l Single-precision FP and integer units l Each SP is fine-grained multithreaded Warp: group of 32 threads l Executed in parallel, SIMD style -8 SPs × 4 clock cycles l Hardware contexts for 24 warps -Registers, PCs, …
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Classifying GPUs Don’t fit nicely into SIMD/MIMD model l Conditional execution in a thread allows an illusion of MIMD -But with performance degredation -Need to write general-purpose code with care Static: Discovered at Compile Time Dynamic: Discovered at Runtime Instruction-Level Parallelism VLIWSuperscalar Data-Level Parallelism SIMD or VectorTesla Multiprocessor
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