COMMIT/ GPU Programming: eScience or Engineering? Henri Bal Vrije Universiteit msterdam Graphics Processing Units ● ● ● GPUs and other accelerators take top-500 by storm Many application success stories But GPUs are very difficult to program and optimize http://www.nvidia.com/object/ tesla-case-studies.html Example: convolution Fully optimized Naive ● About half a Ph.D. thesis Parallel Programming Lab course ● Lab course for MSc students (next to lectures) ● CUDA: ● ● Simple image processing application on 1 node MPI: ● Parallel all pairs shortest path algorithms ● CUDA: 11 out of 21 passed (52 %) ● MPI: 17 out of 21 passed (80 %) Questions ● Why are accelerators so difficult to program? ● What are the challenges for Computer Science? ● What role do applications play? Background ● Netherlands eScience Center ● Bridge between ICT and applications ● ● COMMIT: (100 M€) public-private ICT program ● ● Climate modeling, astronomy, water management, digital forensics, … http://www.commit-nl.nl/ Distributed ASCI Supercomputer (DAS) ● Testbed for Computer Science (Euro-Par 2014 keynote) COMMIT/ My background • Cluster computing • • Wide-area computing • • DAS-2 (2002), Manta, Satin eScience & optical grids • • DAS-1 (1997), Albatross Grid computing • • Zoo (1994), Orca DAS-3 (2006), Ibis Hybrid computing • DAS-4 (2010), Glasswing, MCL Background (team) Ph.D. students ● ● ● ● Ben van Werkhoven Alessio Sclocco Ismail El Hewl Pieter Hijma Staff ● ● Rob van Nieuwpoort (NLeSC) Ana Varbanescu (UvA) Scientific programmers ● Rutger Hofman ● Ceriel Jacobs Agenda • Application case studies • Multimedia kernel (convolution) • Astronomy kernel (dedispersion) • Climate modelling: optimizing multiple kernels • Lessons learned: why is GPU programming hard? • Programming methodologies • ‘’Stepwise refinement for performance’’ methodology • Glasswing: MapReduce on accelerators Application case study 1: Convolution operations Image I of size Iw by Ih Filter F of size Fw by Fh Thread block of size Bw by Bh Naïve CUDA kernel: 1 thread per output pixel Does 2 arithmetic operations and 2 loads (8 bytes) Arithmetic Intensity (AI) = 0.25 Hierarchy of concurrent threads Grid Thread Block 0, 0 Thread Block 0, 1 Thread Block 0, 2 0,0 0,1 0,2 0,3 0,0 0,1 0,2 0,3 0,0 0,1 0,2 0,3 1,0 1,1 1,2 2,3 1,0 1,1 1,2 2,3 1,0 1,1 1,2 2,3 2,0 2,1 2,2 2,3 2,0 2,1 2,2 2,3 2,0 2,1 2,2 2,3 Thread Block 1, 0 Thread Block 1, 1 Thread Block 1, 2 0,0 0,1 0,2 0,3 0,0 0,1 0,2 0,3 0,0 0,1 0,2 0,3 1,0 1,1 1,2 2,3 1,0 1,1 1,2 2,3 1,0 1,1 1,2 2,3 2,0 2,1 2,2 2,3 2,0 2,1 2,2 2,3 2,0 2,1 2,2 2,3 Memory optimizations for tiled convolution Grid Block (0, 0) Threads within a block cooperatively load entire area they need into a small (e.g. 96KB) shared memory Shared Memory Shared Memory Registers Registers Registers Registers Thread (0, 0) Thread (1, 0) Thread (0, 0) Thread (1, 0) Global Memory Filter (small) goes into constant memory Block (1, 0) Constant Memory Tiled convolution 16x16 thread block processing an 11x 7 filter ● Arithmetic Intensity: Analysis ● If filter size increases: ● Arithmetic Intensity increases: ● ● Kernel shifts from memory-bandwidth bound to computebound Amount of shared memory needed increases → fewer thread blocks can run concurrently on each SM Tiling ● Each thread block computes 1xN tiles in horizontal direction + Increases amount of work per thread + Saves loading overlapping borders + Saves redundant instructions - More shared memory, fewer concurrent thread blocks No shared memory bank conflicts Adaptive tiling ● Tiling factor is selected at runtime depending on the input data and the resource limitations of the device ● ● Highest possible tiling factor that fits within the shared memory available (depending on filter size) Plus loop unrolling, memory banks, search optimal configuration Ph.D. thesis Ben van Werkhoven, 27 Oct. 2014 + FGCS journal, 2014 Lessons learned ● Everything must be in balance to obtain high performance ● ● Subtle interactions between resource limits Runtime decision system (adaptive tiling), in combination with standard optimizations ● Loop unrolling, memory bank conflicts Application case study 2: Auto-tuning Dedispersion ● ● Used for searching pulsars in radio astronomy data Pulsar signals get dispersed: lower radio frequencies arrive progressively later ● Can be reversed by shifting in time the signal’s lower frequencies (dedispersion) Alessio Sclocco et al.: Auto-Tuning Dedispersion for Many-Core Accelerators, IPDPS 2014 Auto-tuning ● Using auto-tuning to find optimal configuration for: ● Different many-core platforms ● ● Different observational scenarios ● ● LOFAR, Apertif Different number of Dispersion Measures (DMs) ● ● ● NVIDIA & AMD GPUs, Intel Xeon Phi Represents number of free electrons between source & receiver Measure of distance between emitting object & receiver Parameters: ● Number of threads per sample or DM, thread block Auto-tuning: number of threads per thread block LOFAR Apertif Histogram of achieved GFLOP/s ● 396 configurations, the winner is an outlier Lessons learned ● ● ● Auto-tuning allows algorithms to adapt to different platforms and scenarios Auto-tuning has large impact on dedispersion Guessing a good configuration without autotuning is difficult Application case study 3: Global Climate Modeling ● Understand future local sea level changes ● Needs high-resolution simulations ● Combine two approaches: ● Distributed computing (multiple resources) ● GPUs COMMIT/ Distributed Computing ● Use Ibis to couple different simulation models ● ● Land, ice, ocean, atmosphere Wide-area optimizations similar to Albatross project (16 years ago), like hierarchical load balancing Enlighten Your Research Global award 10G #7 10G STAMPEDE (USA) EMERALD (UK) CARTESIUS (NLD) 10G KRAKEN (USA) SUPERMUC (GER) #10 GPU Computing ● ● Offload expensive kernels for Parallel Ocean Program (POP) from CPU to GPU ● Many different kernels, fairly easy to port to GPUs ● Execution time becomes virtually 0 New bottleneck: moving data between CPU & GPU CPU host memory Host PCI Express link GPU device memory Device Different methods for CPU-GPU communication ● Memory copies (explicit) ● ● Device-mapped host memory (implicit) ● ● Allows fine-grained overlap between computation and communication in either direction CUDA Streams or OpenCL command-queues ● ● No overlap with GPU computation Allows overlap between computation and communication in different streams Any combination of the above Problem ● Problem: ● ● Which method will be most efficient for a given GPU kernel? Implementing all can be a large effort Solution: ● Create a performance model that identifies the best implementation: ● What implementation strategy for overlapping computation and communication is best for my program? Ben van Werkhoven, Jason Maassen, Frank Seinstra & Henri Bal: Performance models for CPU-GPU data transfers, CCGrid2014 (nominated for best-paper-award) MOVIE Example result Measured Model Different GPUs (state kernel) Different GPUs (buoydiff) Comes with spreadsheet Lessons learned ● ● ● PCIe transfers can have a large performance impact for applications with many small kernels Several methods for transferring data and overlapping computation & communication exist Performance modelling helps to select the best mechanism Why is GPU programming hard? ● Mapping algorithm to architecture is difficult, especially as the architecture is difficult: ● Many levels of parallelism ● Limited resources (registers, shared memory) ● ● Less of everything than CPU (except parallelism), especially per thread, makes problem-partitioning difficult Everything must be in balance to obtain performance Why is GPU programming hard? ● Many crucial high-impact optimizations needed: ● Data reuse ● ● ● Shared memory bank conflicts, global memory coalescing Instruction stream optimization ● ● Limited by #registers per thread, shared memory per thread block Memory access patterns ● ● Use shared memory efficiently Control flow divergence, loop unrolling Moving data to/from the GPU ● PCIe transfers Why is GPU programming hard? ● Portability ● ● Optimizations are architecture-dependent, and the architectures change frequently Optimizations are often input dependent ● Finding the right parameters settings is difficult ● Need better performance models ● Like Roofline and our I/O model Why is GPU programming hard? ● ● ● Bottom line: tension between ● control over hardware to achieve performance ● higher abstraction level to ease programming Programmers need understandable performance Old problem in Computer Science, but now in extreme form (1989) Agenda • Application case studies • Multimedia kernel (convolution) • Astronomy kernel (dedispersion) • Climate modelling: optimizing multiple kernels • Lessons learned: why is GPU programming hard? • Programming methodologies • ‘’Stepwise refinement for performance’’ methodology • Glasswing: MapReduce on accelerators Programming methodology: stepwise refinement for performance ● Methodology: ● Programmers can work on multiple levels of abstraction ● ● Integrate hardware descriptions into programming model Performance feedback from compiler, based on hardware description and kernel ● Cooperation between compiler and programmer P. Hijma et al., Stepwise-refinement for Performance: a methodology for many-core programming,” Concurrency and Computation: Practice and Experience (accepted) MCL: Many-Core Levels ● ● MCL program is an algorithm mapped to hardware Start at a suitable abstraction level ● ● E.g. idealized accelerator, NVIDIA Kepler GPU, Xeon Phi MCL compiler guides programmer which optimizations to apply on given abstraction level or to move to deeper levels MCL ecosystem Convolution example Compiler feedback Performance (GTX480, 9×9 filters) 380 GFLOPS MCL: 302 GFLOPS Compiler + Performance evaluation Compared to known, fully optimized versions (* measured on a C2050, ** using a different input). Current work on MCL: Heterogeneous many-core clusters ● New GPUs become available frequently, but older-generation GPUs often still are fast enough ● ● Clusters become heterogeneous and contain different types of accelerators VU DAS-4 cluster: ● NVIDIA GTX480 GPUs (22) ● NVIDIA K20 GPUs (8) ● Intel Xeon Phi (2) ● NVIDIA C2050 (2), Titan, GTX680 GPU ● AMD HD7970 GPU Cashmere ● ● ● ● Integration MCL + Satin divide-and-conquer system Satin [ACM TOPLAS 2010] does: ● Load-balancing (cluster-aware random work-stealing) ● Latency hiding MCL allows kernels to be written and optimized for each type of hardware Cashmere does integration, application logic, mapping, and load balancing for multiple GPUs/node Cashmere skeleton Kernel performance (GFLOP/s) K-Means on a homogeneous GTX480 cluster scalability absolute performance Heterogeneous performance Homogeneous: efficiency on 16 GTX480 Heterogeneous: efficiency over total combined hardware Lessons learned ● MCL ● ● ● Enables us to develop many optimized many-core kernels Key: stepwise refinement + multiple abstraction levels Cashmere ● ● High performance and automatic load balancing even when the many-core devices differ widely Efficiency >90% in 3 out of 4 applications in heterogeneous executions Agenda • Application case studies • Multimedia kernel (convolution) • Astronomy kernel (dedispersion) • Climate modelling: optimizing multiple kernels • Lessons learned: why is GPU programming hard? • Programming methodologies • ‘’Stepwise refinement for performance’’ methodology • Glasswing: MapReduce on accelerators Other approaches that deal with performance vs abstraction ● Domain specific languages ● Patterns, skeletons, frameworks ● Berkeley Dwarfs Glasswing: Rethinking MapReduce ● Use accelerators (OpenCL) as mainstream feature ● Massive out-of-core data sets ● Scale vertically & horizontally ● Maintain MapReduce abstraction Ismail El Helw, Rutger Hofman, Henri Bal [HPDC’2014, SC’2014] Glasswing Pipeline ● ● Overlaps computation, communication & disk access Supports multiple buffering levels GPU optimizations ● ● Glasswing framework does: ● Memory management ● Some shared memory optimizations ● Data movement, data staging Programmer: ● ● Focusses on the map and reduce kernels (using OpenCL) Can do kernel optimizations if needed ● Coalescing, memory banks, etc. Glasswing vs. Hadoop 64-node CPU Infiniband cluster Glasswing vs. Hadoop 16-Node GTX480 GPU Cluster Performance K-Means Hadoop Glasswing CPU GPMR compute Glasswing GPU Compute Device Comparison Lessons learned ● ● ● ● Scalable MapReduce framework combining coarse-grained and fine-grained parallelism Handles out-of-core data, sticks with MapReduce model Overlaps kernel executions with memory transfers, network communication and disk access Outperforms Hadoop by 1.2 – 4x on CPUs and 20 – 30x on GPUs Discussion ● ● eScience applications help us to ● Understand the complexity of GPU programming ● Validate our ideas and software ● Give inspiration for new CS research Applications do need performance of GPUs ● ● Next in line: SKA, digital forensics, water management … GPU programming and optimization is too timeconsuming for real applications Discussion ● Dealing with performance ● ● ● GPU programs need many complex optimizations to obtain high performance Auto-tuning, performance modelling, machine learning, compiler-based reasoning How to deal with the tension between abstraction-level and control? ● New programming methodologies that allow a choice ● Frameworks that do separation of concerns Questions?