346 research outputs found

    Loo.py: From Fortran to performance via transformation and substitution rules

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    A large amount of numerically-oriented code is written and is being written in legacy languages. Much of this code could, in principle, make good use of data-parallel throughput-oriented computer architectures. Loo.py, a transformation-based programming system targeted at GPUs and general data-parallel architectures, provides a mechanism for user-controlled transformation of array programs. This transformation capability is designed to not just apply to programs written specifically for Loo.py, but also those imported from other languages such as Fortran. It eases the trade-off between achieving high performance, portability, and programmability by allowing the user to apply a large and growing family of transformations to an input program. These transformations are expressed in and used from Python and may be applied from a variety of settings, including a pragma-like manner from other languages.Comment: ARRAY 2015 - 2nd ACM SIGPLAN International Workshop on Libraries, Languages and Compilers for Array Programming (ARRAY 2015

    Generating renderers

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    Most production renderers developed for the film industry are huge pieces of software that are able to render extremely complex scenes. Unfortunately, they are implemented using the currently available programming models that are not well suited to modern computing hardware like CPUs with vector units or GPUs. Thus, they have to deal with the added complexity of expressing parallelism and using hardware features in those models. Since compilers cannot alone optimize and generate efficient programs for any type of hardware, because of the large optimization spaces and the complexity of the underlying compiler problems, programmers have to rely on compiler-specific hardware intrinsics or write non-portable code. The consequence of these limitations is that programmers resort to writing the same code twice when they need to port their algorithm on a different architecture, and that the code itself becomes difficult to maintain, as algorithmic details are buried under hardware details. Thankfully, there are solutions to this problem, taking the form of Domain-Specific Lan- guages. As their name suggests, these languages are tailored for one domain, and compilers can therefore use domain-specific knowledge to optimize algorithms and choose the best execution policy for a given target hardware. In this thesis, we opt for another way of encoding domain- specific knowledge: We implement a generic, high-level, and declarative rendering and traversal library in a functional language, and later refine it for a target machine by providing partial evaluation annotations. The partial evaluator then specializes the entire renderer according to the available knowledge of the scene: Shaders are specialized when their inputs are known, and in general, all redundant computations are eliminated. Our results show that the generated renderers are faster and more portable than renderers written with state-of-the-art competing libraries, and that in comparison, our rendering library requires less implementation effort.Die meisten in der Filmindustrie zum Einsatz kommenden Renderer sind riesige Softwaresysteme, die in der Lage sind, extrem aufwendige Szenen zu rendern. Leider sind diese mit den aktuell verfügbaren Programmiermodellen implementiert, welche nicht gut geeignet sind für moderne Rechenhardware wie CPUs mit Vektoreinheiten oder GPUs. Deshalb müssen Entwickler sich mit der zusätzlichen Komplexität auseinandersetzen, Parallelismus und Hardwarefunktionen in diesen Programmiermodellen auszudrücken. Da Compiler nicht selbständig optimieren und effiziente Programme für jeglichen Typ Hardware generieren können, wegen des großen Optimierungsraumes und der Komplexität des unterliegenden Kompilierungsproblems, müssen Programmierer auf Compiler-spezifische Hardware-“Intrinsics” zurückgreifen, oder nicht portierbaren Code schreiben. Die Konsequenzen dieser Limitierungen sind, dass Programmierer darauf zurückgreifen den gleichen Code zweimal zu schreiben, wenn sie ihre Algorithmen für eine andere Architektur portieren müssen, und dass der Code selbst schwer zu warten wird, da algorithmische Details unter Hardwaredetails verloren gehen. Glücklicherweise gibt es Lösungen für dieses Problem, in der Form von DSLs. Diese Sprachen sind maßgeschneidert für eine Domäne und Compiler können deshalb Domänenspezifisches Wissen nutzen, um Algorithmen zu optimieren und die beste Ausführungsstrategie für eine gegebene Zielhardware zu wählen. In dieser Dissertation wählen wir einen anderen Weg, Domänenspezifisches Wissen zu enkodieren: Wir implementieren eine generische, high-level und deklarative Rendering- und Traversierungsbibliothek in einer funktionalen Programmiersprache, und verfeinern sie später für eine Zielmaschine durch Bereitstellung von Annotationen für die partielle Auswertung. Der “Partial Evaluator” spezialisiert dann den kompletten Renderer, basierend auf dem verfügbaren Wissen über die Szene: Shader werden spezialisiert, wenn ihre Eingaben bekannt sind, und generell werden alle redundanten Berechnungen eliminiert. Unsere Ergebnisse zeigen, dass die generierten Renderer schneller und portierbarer sind, als Renderer geschrieben mit den aktuellen Techniken konkurrierender Bibliotheken und dass, im Vergleich, unsere Rendering Bibliothek weniger Implementierungsaufwand erfordert.This work was supported by the Federal Ministry of Education and Research (BMBF) as part of the Metacca and ProThOS projects as well as by the Intel Visual Computing Institute (IVCI) and Cluster of Excellence on Multimodal Computing and Interaction (MMCI) at Saarland University. Parts of it were also co-funded by the European Union(EU), as part of the Dreamspace project

    Toward performance portability for CPUS and GPUS through algorithmic compositions

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    The diversity of microarchitecture designs in heterogeneous computing systems allows programs to achieve high performance and energy efficiency, but results in substantial software redevelopment cost for each type or generation of hardware. To mitigate this cost, a performance portable programming system is required. This work presents my solution to the performance portability problem. I argue that a new language is required for replacing the current practices of programming systems to achieve practical performance portability. To support my argument, I first demonstrate the limited performance portability of the current practices by showing quantitative and qualitative evidences. I identify the main limiting issues of conventional programming languages. To overcome the issues, I propose a new modular, composition-based programming language that can effectively express an algorithmic design space with functional polymorphism, and a compiler that can effectively explore the design space and facilitate many high-level optimization techniques. This proposed approach achieves no less than 70% of the performance of highly optimized vendor libraries such as Intel MKL and NVIDIA CUBLAS/CUSPARSE on an Intel i7-3820 Sandy Bridge CPU, an NVIDIA C2050 Fermi GPU, and an NVIDIA K20c Kepler GPU
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