J Machine - PowerPoint PPT Presentation

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J Machine

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J++ Machine Jeremy Sugerman Kayvon Fatahalian – PowerPoint PPT presentation

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Title: J Machine


1
J Machine
  • Jeremy Sugerman
  • Kayvon Fatahalian

2
Background
  • Multicore CPUs
  • Generalized GPUs (Brook, CTM, CUDA)
  • Tightly coupled traditional CPU (more than one)
    and GPU cores
  • AMD Fusion/ Intels competing designs
  • PS3/XBox 360

3
Beliefs
(CPU includes SPU)
  • GPUs and CPU-style cores fundamentally different
    (but both useful)
  • Important applications exhibit workloads suited
    for each type of arch
  • Eg. Raytracing/shading fundamentally different
  • Programmer understands system contains different
    cores, chooses appropriately
  • Inappropriate to abstract differences but this
    does not preclude unified system

4
Assumptions (new rules)
  • Combination of GPU/CPU cores (with good
    interconnect)
  • Unified system address space
  • Both CPU/GPU work can create new work
  • Work dispatch HW driven on GPU, SW driven on
    CPU
  • Optional
  • SW-managed CPU L2
  • Intercore sync/signaling primitives

5
Claims - Phase 1 (Arch/HW interface)
  • We can show interactive rendering (with
    raytracing) can benefit from this platform
  • Work queues with associated scheduling/resource
    allocations are a good way to describe work
  • Discrete execution environments
  • Granularity (threads/kernels/streams)/properties
    of work
  • We will develop a scheduling/resource management
    algorithm that works
  • Note hints to scheduler

6
Claims - Phase 2 (DirectK)
  • We can present programmer with unified execution
    environment
  • Architecture independent
  • Queue-based application level programming model
  • Shader API extensions TBD

7
Research Questions
  • Can you write a useful app? (with fast
    interconnect and ability to create work from
    work)
  • How to schedule/launch/run work?
  • Scheduling model
  • HW vs. SW implementation
  • Understand execution environments
  • How to make it tractable to write an application?
    (to program architecture)
  • What is the application level queue abstraction?

8
Demonstrations
  • Synthetic (micro) tests on rough runtime
  • Execute GPU programs CPU threads
  • Fragments creates fragments/vertices
  • Fragments create CPU work
  • Assumptions No horizontal, bounded creation,
    unordered
  • Hybrid scheduling investigation
  • More detailed simulation environment
  • Hybrid renderer design

9
Evaluation
  • Feasibility (arch)
  • Utilization
  • State vs. performance tradeoff
  • Maintaining coherence (instruction/data)
  • Containing state explosion
  • Number of queues
  • Length of queues (size of state)
  • Per work state
  • Scheduling/spilling/handing failure

10
List of Papers
  • HW scheduling with geometry shader delta?
  • GPU only micro-architecture evaluation
  • Whole system implementation (fully exercise
    CPU-GPU queues with renderer)
  • Unified queue abstraction (HW/SW impl)
  • Synchronization discussed?
  • Deluxe hybrid renderer in DirectK
  • Configurable queues, specialized exec, synchr

11
Other slides
12
Specialized Work
(Graphics-specific terms)
  • fragments
  • vertices
  • rays
  • Geometric primitive
  • CPU threads

13
Work environments
(Resource-specific terms)
  • Fragment (no gather)
  • Fragment gather
  • Fragment scatter
  • Fragment create work (bounded)
  • Fragment sync
  • CPU
  • CPU SW managed L2

14
Describing work with queues?
  • Queue per environment?
  • Queue per kernel? (else how to specify kernel)
  • Queue per processor?
  • Dynamic SW specified
  • How to describe work
  • Kernel? (is this an issue?)
  • Arguments
  • Granularity of creation
  • Kernel stream
  • Element by element
  • Spawn/Enqueue constraints
  • Bounding / explosion (TTL? HW Kills?)

15
Scheduling policy
  • Prioritize coherence
  • Minimize required state
  • Prioritize leafs when threads explodes
  • Issues
  • Fail gracefully
  • Ensure Progress
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