Boosting Mobile GPU Performance with a
Decoupled Access/Execute Fragment Processor
José-María Arnau
, Joan-Manuel Parcerisa (UPC)
Polychronis Xekalakis (Intel)
Focusing on Mobile GPUs
1
Market demands
Energy-efficient mobile GPUs
2
Technology limitations
1 http://www.digitalversus.com/mobile-phone/samsung-galaxy-note-p11735/test.html
Samsung galaxy SII vs Samsung Galaxy Note when running the game Shadow Gun 3D
2 http://www.ispsd.com/02/battery-psd-templates/
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 2
GPU Performance and Memory
A mobile single-threaded GPU with perfect caches achieves a speedup of 3.2x
on a set of commercial
Android games
Graphical workloads:
Large working sets not amenable to caching
Texture memory accesses are fine-grained and unpredictable
Traditional techniques to deal with memory:
Caches
Prefetching
Multithreading
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 3
Outline
Background
Methodology
Multithreading & Prefetching
Decoupled Access/Execute
Conclusions
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 4
Assumed GPU Architecture
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 5
Assumed Fragment Processor
Warp : group of threads executed in lockstep mode (SIMD group)
4 threads per warp
4-wide vectorial registers (16 bytes)
36 registers per thread
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 6
Methodology
Main memory
Pixel/Textures caches
L2 cache
Number of cores
Warp width
Register file size
Number of warps
Latency = 100 cycles
Bandwidth = 4 bytes/cycle
2 KB, 2-way, 2 cycles
32 KB, 8-way, 12 cycles
4 vertex, 4 pixel processors
4 threads
2304 bytes per warp
1-16 warps/core
Power Model : CACTI 6.5 and Qsilver
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 7
Workload Selection
2D games
Small/medium sized textures
Texture filtering: 1 memory access
Small fragment programs
Simple 3D games
Small/medium sized textures
Texture filtering: 1-4 memory accesses
Small/medium fragment programs
Complex 3D games
Medium/big sized textures
Texture filtering: 4-8 memory accesses
Big, memory intensive fragment programs
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 8
Improving Performance Using Multithreading
Very effective
High energy cost (25% more energy)
Huge register file to maintain the state of all the threads
36 KB MRF for a GPU with 16 warps/core (bigger than L2)
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 9
Employing Prefetching
Hardware prefetchers:
Global History Buffer
K. J. Nesbit and J. E. Smith. “Data Cache Prefetching Using a Global History Buffer”. HPCA, 2004.
Many-Thread Aware
J. Lee, N. B. Lakshminarayana, H. Kim and R, Vuduc. “Many-Thread Aware Prefetching Mechanisms for
GPGPU Applications”. MICRO, 2010.
Prefetching is effective but there is still ample room for improvement
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 10
Decoupled Access/Execute
Use the fragment information to compute the addresses that will be requested when processing the fragment
Issue memory requests while the fragments are waiting in the tile queue
Tile queue size:
Too small: timeliness is not achieved
Too big: cache conflicts
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 11
Inter-Core Data Sharing
66.3% of cache misses are requests to data available in the L1 cache of another fragment processor
Use the prefetch queue to detect inter-core data sharing
Saves bandwidth to the L2 cache
Saves power (L1 caches smaller than L2)
Associative comparisons require additional energy
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 12
Decoupled Access/Execute
33% faster than hardware prefetchers, 9% energy savings
DAE with 2 warps/core achieves 93% of the performance of a bigger GPU with 16 warps/core, providing 34% energy savings
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 13
Benefits of Remote L1 Cache Accesses
Single threaded GPU
Baseline: Global History Buffer
30% speedup
5.4% energy savings
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 14
Conclusions
High performance, energy efficient GPUs can be architected based on the decoupled access/execute concept
A combination of decoupled access/execute -to hide memory latency- and multithreading -to hide functional units latency- provides the most energy efficient solution
Allowing for remote L1 cache accesses provides L2 cache bandwidth savings and energy savings
The decoupled access/execute architecture outperforms hardware prefetchers: 33% speedup, 9% energy savings
Jose-Maria Arnau , Joan-Manuel Parcerisa, Polychronis Xekalakis 15
Boosting Mobile GPU Performance with a
Decoupled Access/Execute Fragment Processor
Thank you!
Questions?
José-María Arnau
(UPC)
Joan-Manuel Parcerisa (UPC)
Polychronis Xekalakis (Intel)