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Multiprocessors

Multiprocessors. Marco D. Santambrogio: marco.santambrogio@polimi.it Simone Campanoni: xan@eecs.harvard.edu. Outline. Multiprocessors Flynn taxonomy SIMD architectures Vector architectures MIMD architectures A real life example What ’ s next. Supercomputers.

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Multiprocessors

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  1. Multiprocessors Marco D. Santambrogio: marco.santambrogio@polimi.it Simone Campanoni: xan@eecs.harvard.edu

  2. Outline • Multiprocessors • Flynn taxonomy • SIMD architectures • Vector architectures • MIMD architectures • A real life example • What’s next

  3. Supercomputers Definition of a supercomputer: • Fastest machine in world at given task • A device to turn a compute-bound problem into an I/O bound problem • Any machine costing $30M+ • Any machine designed by Seymour Cray CDC6600 (Cray, 1964) regarded as first supercomputer

  4. The Cray XD1 example The XD1 uses AMD Opteron 64-bit CPUs • and it incorporates Xilinx Virtex-II FPGAs Performance gains from FPGA • RC5 Cipher Breaking • 1000x faster than 2.4 GHz P4 • Elliptic Curve Cryptography • 895-1300x faster than 1 GHz P3 • Vehicular Traffic Simulation • 300x faster on XC2V6000 than 1.7 GHz Xeon • 650xfaster on XC2VP100 than 1.7 GHz Xeon • Smith Waterman DNA matching • 28x faster than 2.4 GHz Opteron

  5. Supercomputer Applications • Typical application areas • Military research (nuclear weapons, cryptography) • Scientific research • Weather forecasting • Oil exploration • Industrial design (car crash simulation) • All involve huge computations on large data sets • In 70s-80s, Supercomputer  Vector Machine

  6. Parallel Architectures • Definition: “A parallel computer is a collection of processing elements that cooperates and communicate to solve large problems fast” • Almasi and Gottlieb, Highly Parallel Computing, 1989 • The aim is to replicate processors to add performance vs design a faster processor. • Parallel architecture extends traditional computer architecture with a communication architecture • abstractions (HW/SW interface) • different structures to realize abstraction efficiently

  7. Beyond ILP • ILP architectures (superscalar, VLIW...): • Support fine-grained, instruction-level parallelism; • Fail to support large-scale parallel systems; • Multiple-issue CPUs are very complex, and returns (as far as extracting greater parallelism) are diminishing  extracting parallelism at higher levels becomes more and more attractive. • A further step: process- and thread-level parallel architectures. • To achieve ever greater performance:connect multiple microprocessors in a complex system.

  8. Beyond ILP • Most recent microprocessor chips are multiprocessor on-chip: Intel Core Duo, IBM Power 5, Sun Niagara • Major difficulty in exploiting parallelism in multiprocessors: suitable software  being (at least partially) overcome, in particular, for servers and for embedded applications which exhibit natural parallelism without the need of rewriting large software chunks

  9. Flynn Taxonomy (1966) • SISD - Single Instruction Single Data • Uniprocessor systems • MISD - Multiple Instruction Single Data • No practical configuration and no commercial systems • SIMD - Single Instruction Multiple Data • Simple programming model, low overhead, flexibility, custom integrated circuits • MIMD - Multiple Instruction Multiple Data • Scalable, fault tolerant, off-the-shelf micros

  10. Flynn

  11. SISD A serial (non-parallel) computer Single instruction: only one instruction stream is being acted on by the CPU during any one clock cycle Single data: only one data stream is being used as input during any one clock cycle Deterministic execution This is the oldest and even today, the most common type of computer

  12. SIMD A type of parallel computer Single instruction: all processing units execute the same instruction at any given clock cycle Multiple data: each processing unit can operate on a different data element Best suited for specialized problems characterized by a high degree of regularity, such as graphics/image processing

  13. MISD A single data stream is fed into multiple processing units. Each processing unit operates on the data independently via independent instruction streams.

  14. MIMD Nowadays, the most common type of parallel computer Multiple Instruction: every processor may be executing a different instruction stream Multiple Data: every processor may be working with a different data stream Execution can be synchronous or asynchronous, deterministic or non-deterministic

  15. Which kind of multiprocessors? Many of the early multiprocessors were SIMD – SIMD model received great attention in the ’80’s, today is applied only in very specific instances (vector processors, multimedia instructions); MIMD has emerged as architecture of choice for general-purpose multiprocessors Lets see these architectures more in details..

  16. SIMD - Single Instruction Multiple Data Same instruction executed by multiple processors using different data streams. Each processor has its own data memory. Single instruction memory and control processor to fetch and dispatch instructions Processors are typically special-purpose. Simple programming model.

  17. SIMDArchitecture PE PE PE PE PE PE PE Mem Mem Mem Mem Mem Mem Mem Array Controller Inter-PE Connection Network PE Control Mem Data • Only requires one controller for whole array • Only requires storage for one copy of program • All computations fully synchronized Central controller broadcasts instructions to multiple processing elements (PEs)

  18. SIMD model Synchronized units: single Program Counter Each unit has its own addressing registers • Can use different data addresses Motivations for SIMD: • Cost of control unit shared by all execution units • Only one copy of the code in execution is necessary Real life: • SIMD have a mix of SISD instructions and SIMD • A host computer executes sequential operations • SIMD instructions sent to all the execution units, which has its own memory and registers and exploit an interconnection network to exchange data

  19. SIMDMachinesToday • Distributed-memory SIMD failed as large-scale general-purpose computer platform • required huge quantities of data parallelism (>10,000 elements) • required programmer-controlled distributed data layout • Vector supercomputers (shared-memory SIMD) still successful in high-end supercomputing • reasonable efficiency on short vector lengths (10-100 elements) • single memory space • Distributed-memory SIMD popular for special-purpose accelerators • image and graphics processing • Renewed interest for Processor-in-Memory (PIM) • memory bottlenecks => put some simple logic close to memory • viewed as enhanced memory for conventional system • technology push from new merged DRAM + logic processes • commercial examples, e.g., graphics in Sony Playstation-2/3

  20. Reality: Sony Playstation 2000

  21. Playstation 2000 Sample Vector Unit 2-wide VLIW Includes Microcode Memory High-level instructions like matrix-multiply Emotion Engine: Superscalar MIPS core Vector Coprocessor Pipelines RAMBUS DRAM interface

  22. Alternative Model: Vector Processing SCALAR (1 operation) VECTOR (N operations) v2 v1 r2 r1 + + v3 r3 vector length add.vv v3, v1, v2 add r3, r1, r2 Vector processors have high-level operations that work on linear arrays of numbers: "vectors" • 25

  23. Vector Supercomputers Epitomized by Cray-1, 1976: Scalar Unit + Vector Extensions • Load/Store Architecture • Vector Registers • Vector Instructions • Hardwired Control • Highly Pipelined Functional Units • Interleaved Memory System • No Data Caches • No Virtual Memory

  24. Properties of Vector Instructions A single vector instruction specifies a great deal of work • Equivalent to executing an entire loop • Each instruction represents 10 or 100s operations • Fetch and decode unit bandwidth needed to keep multiple deeply pipelined FUs busy dramatically reduced Vector instructions indicate that computation of each result in the vector is independent of the computation of the results of the other elements of the vector • No need to check for data hazards in the vector Hardware needs to check for data hazards only between two vectors instructions once per vector operand

  25. Properties of Vector Instructions • Each result independent of previous result => long pipeline, compiler ensures no dependencies=> high clock rate • Vector instructions access memory with known pattern=> highly interleaved memory to fetch the vector from a set of memory banks => amortize memory latency of over ­ 64 elements => no (data) caches required! (Do use instruction cache) • Reduces branches and branch problems in pipelines • An entire loop is replaced by a vector instruction therefore control hazards that would arise from the loop branch are avoided

  26. Styles of Vector Architectures • A vector processor consists of a pipelined scalar unit (ma be out-of order or VLIW) + vector unit • memory-memory vector processors: all vector operations are memory to memory (first ones as CDC) • vector-register processors: all vector operations between vector registers (except load and store) • Vector equivalent of load-store architectures • Includes all vector machines since late 1980s: Cray, Convex, Fujitsu, Hitachi, NEC

  27. Components of Vector Processor • Vector Register: fixed length bank holding a single vector • has at least 2 read and 1 write ports • typically 8-32 vector registers, each holding 64-128 64-bit elements • Vector Functional Units (FUs): fully pipelined, start new operation every clock cycle • typically 4 to 8 FUs: FP add, FP mult, FP reciprocal (1/X), integer add, logical, shift; may have multiple of same unit • Control unit to detect hazards (control for Fus and data from register accesses) • Scalar operations may use either the vector functional units or use a dedicated set.

  28. Components of Vector Processor Vector Load-Store Units (LSUs): fully pipelined unit to load or store a vector to and from memory; • Pipelining allows moving words between vector registers and memory with a bandwidth of 1 word per clock cycle • Handles also scalar loads and stores • may have multiple LSUs Scalar registers: single element for FP scalar or address Cross-bar to connect FUs , LSUs, registers

  29. Vector programming model Scalar Registers Vector Registers v15 r15 r0 v0 [0] [1] [2] [VLRMAX-1] Vector Length Register VLR v1 Vector Arithmetic Instructions ADDV v3, v1, v2 v2 v3 + + + + + + [0] [1] [VLR-1] Vector Load and Store Instructions LV v1, r1, r2 Vector Register v1 Memory Base, r1 Stride, r2

  30. Vector Code Example

  31. Vector Instruction Set Advantages • Compact • one short instruction encodes N operations • Expressive, tells hardware that these N operations: • are independent • use the same functional unit • access disjoint registers • access registers in same pattern as previous instructions • access a contiguous block of memory (unit-stride load/store) • access memory in a known pattern (strided load/store) • Scalable • can run same code on more parallel pipelines (lanes)

  32. Vector Arithmetic Execution • Use deep pipeline (=> fast clock) to execute element operations • Simplifies control of deep pipeline because elements in vector are independent (=> no hazards!) V1 V2 V3 Six stage multiply pipeline V3 <- v1 * v2

  33. Vector Instruction Execution Execution using one pipelined functional unit Execution using four pipelined functional units A[24] A[27] A[25] A[26] A[6] B[24] B[26] B[25] B[27] B[6] A[20] A[23] A[21] A[22] A[5] B[20] B[22] B[23] B[21] B[5] A[18] A[17] A[16] A[19] A[4] B[18] B[19] B[17] B[16] B[4] A[15] A[13] A[12] A[14] A[3] B[15] B[14] B[13] B[12] B[3] C[11] C[10] C[8] C[2] C[9] C[7] C[1] C[4] C[6] C[5] C[3] C[2] C[1] C[0] C[0] ADDV C,A,B

  34. Vector Memory System Base Stride Vector Registers Address Generator + 0 1 2 3 4 5 6 7 8 9 A B C D E F Memory Banks • Cray-1, 16 banks, 4 cycle bank busy time, 12 cycle latency • Bank busy time: Time before bank ready to accept next request • To avoid conflicts stride and #banks relatively prime

  35. Vector Unit Structure Functional Unit Lane Vector Registers Elements 0, 4, 8, … Elements 1, 5, 9, … Elements 2, 6, 10, … Elements 3, 7, 11, … Memory Subsystem

  36. T0 Vector Microprocessor (UCB/ICSI, 1995) Vector register elements striped over lanes [24] [25] [26] [27] [28] [29] [30] [31] [16] [17] [18] [19] [20] [21] [22] [23] [8] [9] [10] [11] [12] [13] [14] [15] [0] [1] [2] [3] [4] [5] [6] [7] Lane

  37. Vector Applications Limited to scientific computing? • Multimedia Processing (compress., graphics, audio synth, image proc.) • Standard benchmark kernels (Matrix Multiply, FFT, Convolution, Sort) • Lossy Compression (JPEG, MPEG video and audio) • Lossless Compression (Zero removal, RLE, Differencing, LZW) • Cryptography (RSA, DES/IDEA, SHA/MD5) • Speech and handwriting recognition • Operating systems/Networking (memcpy, memset, parity, checksum) • Databases (hash/join, data mining, image/video serving) • Language run-time support (stdlib, garbage collection) • even SPECint95

  38. MIMD - Multiple Instruction Multiple Data Each processor fetches its own instructions and operates on its own data. Processors are often off-the-shelf microprocessors. Scalable to a variable number of processor nodes. Flexible: • single-user machines focusing on high-performance for one specific application, • multi-programmed machines running many tasks simultaneously, • some combination of these functions. Cost/performance advantages due to the use of off-the-shelf microprocessors. Fault tolerance issues.

  39. Why MIMD? MIMDs are flexible – they can function as single-user machines for high performances on one application, as multiprogrammed multiprocessors running many tasks simultaneously, or as some combination of such functions; Can be built starting from standard CPUs (such is the present case nearly for all multiprocessors!).

  40. MIMD To exploit a MIMD with n processors • at least n threads or processes to execute • independent threads typically identified by the programmer or created by the compiler. • Parallelism is contained in the threads • thread-level parallelism. Thread: from a large, independent process to parallel iterations of a loop. Important: parallelism is identified by the software (not by hardware as in superscalar CPUs!)... keep this in mind, we'll use it!

  41. MIMD Machines Existing MIMD machines fall into 2 classes, depending on the number of processors involved, which in turn dictates a memory organization and interconnection strategy. Centralized shared-memory architectures • at most few dozen processor chips (< 100 cores) • Large caches, single memory multiple banks • Often called symmetric multiprocessors (SMP) and the style of architecture called Uniform Memory Access (UMA) Distributed memory architectures • To support large processor counts • Requires high-bandwidth interconnect • Disadvantage: data communication among processors

  42. Key issues to design multiprocessors How many processors? How powerful are processors? How do parallel processors share data? Where to place the physical memory? How do parallel processors cooperate and coordinate? What type of interconnection topology? How to program processors? How to maintain cache coherency? How to maintain memory consistency? How to evaluate system performance?

  43. Create the most amazing game console

  44. One core A 64-bit Power Architecture core Two-issue superscalar execution Two-way multithreaded core In-order execution Cache • 32 KB instruction and a 32 KB data Level 1 cache • 512 KB Level 2 cache • The size of a cache line is 128 bytes One core to rule them all

  45. Cell: PS3 Cell is a heterogeneous chip multiprocessor • One 64-bit Power core • 8 specialized co-processors • based on a novel single-instruction multiple-data (SIMD) architecture called SPU (Synergistic Processor Unit)

  46. Ducks Demo

  47. Duck Demo SPE Usage

  48. Xenon: XBOX360 Three symmetrical cores • each two way SMT-capable and clocked at 3.2 GHz SIMD: VMX128 extension for each core 1 MB L2 cache (lockable by the GPU) running at half-speed (1.6 GHz) with a 256-bit bus

  49. Microsoft vision Microsoft envisions a procedurally rendered game as having at least two primary components: • Host thread: a game's host thread will contain the main thread of execution for the game • Data generation thread: where the actual procedural synthesis of object geometry takes place These two threads could run on the same PPE, or they could run on two separate PPEs. In addition to the these two threads, the game could make use of separate threads for handling physics, artificial intelligence, player input, etc.

  50. The Xenon architecture

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