mali compute shader opt
So what do the Midgard architectural features actually mean for optimising compute kernels? I recommend:
- Having sufficient instruction level parallelism in kernel code to allow for dense packing of instructions into instruction words by the compiler. (This addresses the VLIW-ness of the architecture.)
- Using vector operations in kernel code to allow for straightforward mapping to vector instructions by the compiler. (I will have much more to say on vectorisation later, as it's one of my favourite topics.)
- Having a balance between A and LS instruction words. Without cache misses, the ratio of 2:1 of A-words to LS-words would be optimal; with cache misses, a higher ratio is desirable. For example, a kernel consisting of 15 A-words and 7 LS-words is still likely to be bound by the LS-pipe.
- Using a sufficient number of concurrently executing (or active) threads per core to hide the execution latency of instructions (which is the depth of a corresponding pipeline).
- The maximum number of active threads I is determined by the number of registers R that the kernel code uses: I = 256, if 0 < R ≤ 4; I = 128, if 4 < R ≤ 8; I = 64, if 8 < R ≤ 16.
- For example, kernel A that uses 5 registers and kernel B that uses 8 registers can both be executed by running no more than 128 threads per core.
- This means that it may be preferable to split complex, register-heavy kernels into a number of simpler ones.
- (For compiler folk among us, this also means that the backend may decide to spill a value to memory rather than use an extra register when its heuristics suggest that the number of registers to be likely required is approaching 4 or 8.)
In some respects, writing high performance code for the Mali GPUs embedded in SoCs is easier than for GPUs found in desktop machines:
- The global and local OpenCL address spaces get mapped to the same physical memory (the system RAM), backed by caches transparent to the programmer. This often removes the need for explicit data copying and associated barrier synchronisation.
- Since all threads have individual program counters, branch divergence is less of an issue than for warp-based architectures.