If you just wrote your SIMD in CUDA 15 years ago, NVidia compilers would have given you maximum performance across all NVidia GPUs rather than being forced to write and rewrite in SSE vs AVX vs AVX512.
GPU SIMD is still SIMD. Just... better at it. I think AMD and Intel GPUs can keep up btw. But software advantage and long term benefits of rewriting into CUDA are heavily apparent.
Intel ISPC is a great project btw if you need high level code that targets SSE, AVX, AVX512 and even ARM NEON all with one codebase + auto compiling across all the architectures.
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Intels AVX512 is pretty good at a hardware level. But software methodology to interact with SIMD using GPU-like languages should be a priority.
Intrinsics are good for maximum performance but they are too hard for mainstream programmers.
It's pretty funny how NEON ended up in there. A former Intel employee decided to implement it for fun and submitted it as a pull request, which Intel quietly ignored for obvious reasons, but then another former Intel employee who still had commit rights merged the PR, and the optics of publicly reverting it would be even worse than stonewalling so Intel begrudgingly let it stand (but they did revoke that devs commit rights).
The CUDA style of writing parallel programs is nothing else than the use of the so-called "parrallel do" a.k.a. "parrallel for" program structure, which has been already discussed in 1963. Notable later evolutions of this concept have been present in "Communicating Sequential Processes" by C.A.R. Hoare (1978-08: "arrays of processes"), then in the programming language Occam, which was designed based on what Hoare had described, then in the OpenMP extension of Fortran (1997-10), then in the OpenMP extension of C and C++ (1998-10).
Programming in CUDA does not bring anything new, except that in comparison e.g. with OpenMP some keywords are implicit and others are different, so the equivalence is not immediately obvious.
Programming for CPUs in the much older OpenMP is equivalent with programming in CUDA for GPUs.
The real innovation of NVIDIA has been the high quality of the NVIDIA CUDA compiler and CUDA runtime GPU driver, which are able to distribute the work that must be done on the elements of an array over all the available cores, threads and SIMD lanes, in a manner that is transparent for the programmer, so in many cases the programmer is free to ignore which is the actual structure of the GPU that will run the program.
Previous compilers for OpenMP or for other such programming language extensions for parallel programming have been much less capable to produce efficient parallel programs without being tuned by the programmer for each hardware variant.
I'm not calling it new. I'm just saying that the intrinsics style is much much harder than what Lisp*, DirectX HLSL, CUDA, OpenCL (etc. etc) does.
A specialized SIMD language makes writing SIMD easier compared to intrinsic style. Look at any CUDA code today and compare it to the AVX that is in the above article and it becomes readily apparent.
Larrabee was going to take over it all, as I enjoyed its presentation at GDCE 2009.
And then the Skylake and Cannon Lake debacle..
First they pulled it from the consumer chips a fairly short time before launch. Then the server chips it was present in would downclock aggressively when you did use it, so you could get at best maybe 40% more performance, certainly far from the 2x+ it promised.
Ten years on and the AMD 9950X does a pretty good job with it, however.
First announced in 2013, it eventually shipped five years later in only a single, crippled dual-core mobile SKU, which lasted just a year in the market before they killed it off.
"Let's put our only consumer implementation of our highest performing vector architecture on a lame-duck NUC chip.", good move guys.
So Larrabee lives on for... some reason. These E cores are well known to be modified Intel Atom cores and those were modified Xeon Phi cores which were Larrabee based.
Just with.... AVX512 being disabled. (Lost when Xeon Phi turned into Intel Atoms).
Intels technical strategy is completely bonkers. In a bad way. Intel invented all this tech 10 to 20 years ago but fails to have a cohesive strategy to bring it to market. There's clearly smart people there but somehow all the top level decisions are just awful
Ironically, AMD waited so long to implement AVX-512, but now has it on both server and mobile chips (natively and 256 bit emulation, respectively). Intel started the whole thing, has a very fragmented stack and is now preparing those E cores with even more new extensions.
Most importantly for Search and AI, it adds AVX_VNNI, which can be used for faster 8-bit integer dot-products: https://github.com/ashvardanian/SimSIMD/blob/75c426fb190a9d4...
Would be interesting to see how matrix multiplication throughput will differ between AVX-512-capable P cores and a larger quantity of AVX_VNNI-capable E cores!
Imagine planning 20 years in advance where Moore’s Law is still going strong. Come to think of it, Moore was also CEO of Intel lol
NVidia compilers would have compiled your code into something functional, but if you want to approach peak performance you need to at least tweak your kernels, and sometimes rewrite them from scratch. See for example the various MMA instructions that were introduced over time.
Edit: I see somebody made a similar comment and you addressed it. Sorry for the churn.
That's not true. For maximum performance you need to tweak the code to a particular GPU model/architecture.
Intel has SSE/AVX/AVX2/AVX512, but CUDA has like 10 iterations of this (increasing capabilities). Code written 15 years ago would not use modern capabilities, like more flexible memory access, atomics.
But CUDA -> PTX intermediate code has allowed for significantly more flexibility. For crying out loud, the entire machine code (aka SASS) of NVidia GPUs has been cycled out at least 4 times in the past decade (128-bit bundles, changes to instruction formats, acquire/release semantics, etc etc)
It's amazing what backwards compatibility NVidia has achieved in the past 15 years thanks to this architecture. SASS changes so dramatically from generation to generation but the PTX intermediate code has stayed highly competitive.
Which is the same with PTX, right? If you didn't use the tensor core instructions or wavefront voting in the CUDA code, the PTX generated from it will not either, and NVIDIA will not magically add those capabilities in when compiling to SASS.
Maybe it remains competitive because the code is inherently parallel anyway, so it will naturally scale to fill the extra execution units of the GPU, which is where most of the improvement is generation to generation.
While AVX code can't automatically scale to use the AVX512 units.
In contrast, NVidia can go from 64-bit instruction bundles to 128-bit machine code (96-bit instruction + 32-bit control information) between Pascal (aka PTX Compute Capacity 5) and Voltage (aka PTX Compute Capacity 7) and all the old PTX code just autocompiles to the new assembly instruction format and takes advantage of all the new memory barriers added in Volta.
Having a PTX translation later is a MAJOR advantage for the NVidia workflow.
Load/Store are memory dependent in all architectures. So that's just a different story as CPUs and GPUs have completely different ideas of how caches should work. (CPUs aim for latency, GPUs for bandwidth + incredibly large register spaces with substantial hiding of latency thanks to large occupancies).
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That being said: reorder buffers on CPUs are well over 400-instructions these days, with super-large cores (like Apple's M4) is apparently on the order of 600 to 800 instructions.
Reorder buffers are _NOT_ translation. They're Tomasulo's algorithm (https://en.wikipedia.org/wiki/Tomasulo%27s_algorithm). If you want to know how CPUs do out-of-order, study that.
I'd say CPUs have small register spaces (16 architectural registers, maybe 32), but large register files of maybe 300 or 400+. Tomasulo's algorithm is used to out-of-order access registers.
You should think of instructions like "mov rax, [memory]" as closer to "rax = malloc(register); delayed-load(rax, memory); Out-of-order execute all instructions that don't use RAX ahead of us in instruction stream".
Tomasulo's algorithm means using ~300-register file to _pretend_ to be just 16 architectural registers. The 300 registers keeps the data out-of-order and allows you to execute. Registers in modern CPUs are closer to unique_ptr<int> in C++, assigning them frees (aka: reorder buffer) and also mallocs a new register off the register-file.
The cost is that the binary carries around both AVX2 and AVX-512 codepaths, but that is not an issue IMO.
An issue with the abstractions that does not go away is that the optimal code architecture -- well above the level of the SIMD wrappers -- is dependent on the capabilities of the silicon. The wrappers can't solve for that. And if you optimize the code architecture for the silicon architecture, it quickly approximates writing architecture-specific intrinsics with an additional layer of indirection, which significantly reduces any notional benefit from the abstractions.
The wrappers can't abstract enough, and higher level abstractions (written with architecture aware intrinsics) are often too use case specific to reuse widely.
One counterexample: our portable vqsort [1] outperforms AVX-512-specific intrinsics [2].
I agree that high-level design may differ. You seem aware that Highway, and probably also other wrappers, supports specializing code for some target(s), but possibly misunderstand how, given the "additional layer of indirection" claim. Wrappers give you a portable baseline, and remove some of the potholes and ugly syntax, but boil down to inlined wrapper functions.
If you want to specialize, that is supported. And what is the downside? Even if you say the benefit of a wrapper is reduced vs manually written intrinsics (and reinventing all the workarounds for their missing instructions), do you not agree that the benefit is still nonzero?
[1]: https://github.com/google/highway/tree/master/hwy/contrib/so... [2]: https://github.com/Voultapher/sort-research-rs/blob/38f37eef...
Highway is (I feel not very controversially) kind of like a compiler but worse at its job. It’s not meant to be as general and it only targets a limited set of code, namely code that is annotated to vectorize well. But looking at it as a compiler is kind of useful: it’s supposed to make writing faster code easier and more automatic. Sometimes compilers are not able to do this, just as Highway can’t either. Maybe its design lacks the expressiveness to represent the algorithm people want. Perhaps it doesn’t quite lower to the optimal code. Maybe it turns out that so little of the operation maps to the constructs that a huge amount needs to go through the escape hatch that you offer, at which point it’s not really worth using the library anyway. In that situation, given an existing and friendly relationship, I would be happy to reach out. But this is a cost to me, because I need to simplify and generalize the thing I want. Then I hand it to you and you decide how you want to tackle it, if at all. All the while I’m waiting and I have code that needs to be written. This is a cost, and something that as an engineer I weigh against just using the intrinsics directly, which I know do exactly what I need but with higher upfront and maintenance costs. When you see someone write their own assembly instead of letting the compiler do it for them, they’re making their version of the same tradeoff.
> it’s supposed to make writing faster code easier and more automatic Agree with this viewpoint. I suppose that makes it compiler-like in spirit, though much simpler.
I also agree that waiting for input/updates is a cost. What still surprises me, is that you seem to be able to do something differently with intrinsics, while believing this is not possible as a user of Highway. It is indeed possible to call _mm_fixupimm_pd(v1.raw, v2.raw, v3.raw, imm), and the rest of your code can be portable. I would be surprised if heavy usage were made of such escape hatches, but it's certainly interesting to discuss any cases that arise.
I do respect your decision, and that you make clear that raw intrinsics have higher upfront and maintenance costs. I suppose it's a matter of preference and estimating the return on the investment of learning the Highway vocabulary (=searching x86_128-inl.h for the intrinsic you know).
Personally, I find the proliferation of ISAs makes a clear case against hand-written kernels. But perhaps in your use case, only x86 will continue to be the only target of interest. Fair enough.
Did you not read the article? It's using AVX intrinsics and NEON intrinsics.
When not busy unnecessarily rewriting everything for each ISA, it is easier to see and have time for vital optimizations such as unrolling :)
[1]: https://www.reddit.com/r/cpp/comments/1gzob1g/understanding_... [2]: https://github.com/google/highway/blob/master/hwy/contrib/do...
And the PTX to SASS compiler DOES a degree of automatic fine tuning between architectures. Nothing amazing or anything, but it's a minor speed boost that has made PTX just a easier 'assembly-like language' to build on top of.
When you write a merge sort in CUDA, you can keep it across all versions. Maybe the new instructions can improve a few corner cases, but it's not like AVX to AVX512 where you need to rewrite everything.
Ex: https://github.com/NVIDIA/cub/blob/main/cub/device/device_me...
Now if your vectors are INT8/FP8 you’re supposed to shovel them into this accelerator via PCIe, rather than packing into registers for AVX512.
I wish they’d just pick an interface for vector ops and stick with it.
"too hard for mainstream programmers" seems overly pessimistic. I've run several workshops where devs have written dot-product kernels using Highway after 30 minutes of introduction.
What's your opinion on sycl?
Thank you for saying it out loud. XLAT/XLATB of x86 is positively tame compared to e.g. vrgatherei16.vv/vrgather.vv.
As this would only use 1 lane, perhaps if you have multiple of these to normalize, you could vectorize it.
From a SIMD perspective, it’s worth noting that on most platforms, the cost of computing one square root or two is the same. On modern x86 server CPUs, for instance, you can calculate up to 8 double-precision roots in parallel with identical latency. So there’s no additional cost in terms of performance.
I hope this sheds some light on the design of my code.
PS: In a previous life, I did research in Astro- and Plasma Physics. While I don’t claim to remember all the Math, it’s usually more productive to ask for clarification than to assume ignorance ;)
Good reminder for me and anyone else right there, nicely put.
The only 2 approaches that still make sense to me:
A. Writing serial vectorization-aware code in a native compiled language, hoping your compiler will auto-vectorize.
B. Implementing natively for every hardware platform, as the ISA differences are too big to efficiently abstract away anything beyond 128-register float multiplication and addition.
This article, in a way, an attempt to show how big the differences even for simple data-parallel floating-point tasks.
.NET has roughly three vector APIs:
- Vector<T> which is platform-defined width vector that exposes common set of operations
- Vector64/128/256/512<T> which has wider API than the previous one
- Platform intrinsics - basically immintrin.h
Notably, platform intrinsics use respective VectorXXX<T> types which allows to write common parts of the algorithm in a portable way and apply platform intrinsics in specific areas where it makes sense. Also some method have 'Unsafe' and 'Native' variants to allow for vector to exhibit platform-specific behavior like shuffles since in many situations this is still the desired output for the common case.
The .NET's compiler produces competitive with GCC and sometimes Clang codegen for these. It's gotten particularly good at lowering AVX512.
Using C or C++ with vector extensions (Gcc/Clang) or Rust (nightly) std::simd is very easy and you get code that is portable to different CPUs and ISAs.
But most importantly they have a zero cost fallback option to CPU-specific intrinsics when you need them. An f32x8 can be passed at zero cost as __mm256 to any core::arch::x86_64::__mm_intrinsic (or xmmintrin.h in C++ land).
You gain portable arithmetic and swizzles and SIMD vector types, but lose nothing. Not having to write everything for x86_64 and aarch64 is a huge win even if doesn't quite cover everything.
Additionally you can use wider vectors than your hardware supports, the compiler is able to split your f64x64 to 128, 256 or 512 bit registers as needed depending on the compile target.
You're writing C++ code but as if it was shader code.
I've seen impressive results with clang doing this sort of thing.
There's a good amount of stuff that can clearly utilize SIMD without much platform-specificness, but doesn't easily autovectorize - early-exit checks in a loop, packed bit boolean stuff, some data rearranging, probing hashmap checks, some very-short-variable-length-loop things. And while there might often be some parts that do just need to be entirely target-specific, they'll usually be surrounded by stuff that doesn't (the loop, trip count calculation, loads/stores, probably some arithmetic).
You've not linked to or explained what Mojo is. There's also a lot going on with different products mentioned: Modular, Unum cloud, SimSIMD that are not contextualised either. While I'm at it, where do the others come in (Ovadia, Lemire, Lattner), you all worked on SimSIMD, I guess?
That said, this is a great article, thanks.
Edit: Mojo is a programming language with python-like syntax, and is a product by Modular: https://github.com/modularml/mojo
It's based on a newer compiler framework that has been added to the LLVM umbrella of projects.
> MLIR is a newer compiler framework that allows Mojo to exploit higher level compiler passes unavailable in LLVM alone... It can often more effectively use certain types of CPU optimizations directly, like SIMD, with no direct intervention by a developer
Also, the feature set being all over the place (e.g. integer support is fairly recent) doesn't help either.
ISPC is a good idea, but execution is meh... it's hard to setup and integrate.
Ideally you would want to be able to easily use this from other popular languages, like Java, Python, Javascript, without having to resort to linking a library written in C/C++.
Granted, language extensions may be required to approach something like that in an ergonomic way, but most somehow end up just mimicking what C++ does and expose a pseudo assembler.
Just like using SQL is much more sane than low level C APIs to handle BTree nodes.
The language extensions help, but code still requires too much low level expertise, with algorithms and data structures having to take SIMD/MIMD capabilities into account anyway.
https://github.com/VcDevel/Vc https://github.com/Applied-Scientific-Research/nvortexVc
Once you need more complex operations, you need to use the specific operations from System.Runtime.Intrinsics.(X86|ARM) based on the current architecture. And you need to adjust your implementation on the CPUs capabilities. There are still a lot of older x64 CPUs around that don't have AVX512 for example.
On the image: https://www.modular.com/blog/understanding-simd-infinite-com...
Superscalar is a real term (multiple operations in one clock tick due to parallel pipelines within a core). But hyperscalar is cringe to me. There are tons of words describing SIMD already, it seems unclear why someone would make up a new word to describe an already existing concept.
Especially when a similar word (superscalar) already is defined and likely gets confused for this new word.
PS: Should be an easy patch, will update!
Superscalar is when say... Think of the following assembly code.
Add r1, r2
Sub r3, r4
And the add and subtract both happen on the same clock tick. The important thing is that a modern CPU core (and even GPU core) have multiple parallel ALU pipelines inside of them.Because r1, r2, r3 and r4 are fully independent, a modern CPU can detect the potential parallelism here and act in parallel. After CPUs mastered this trick, the next out of order processors were invented (which not only allowed for super scalar operations, but allowed the subtract to execute first if for some reason the CPU core were waiting on r1 or r2).
There are a ton of ways that modern CPUs and GPUs extract parallelism from seemingly nothingness. And because all the techniques are independent, we can have superscalar out-of-order SIMD (like what happens in AVX512 in practice). SIMD is... SIMD. It's one instruction applied to lots of data in parallel. It's totally different.
You really need to use the correct word for the specific kind of parallelism that you are trying to highlight. I expect that the only word that makes sense in this article is SIMD.
Lots of this kind of work can be done during compilation but cannot be communicated to hardware due to code being linear
There is an argument that today's compilers are finally good enough for VLIW to go mainstream, but good luck convincing anyone in today's market to go for it.
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A big problem with VLIW is that it's impossible to predict L1, L2, L3 or DRAM access. Meaning all loads/stores are impossible to schedule by the compiler.
NVidia has interesting barriers that get compiled into its SASS (a level lower than PTX assembly). These barriers seem to allow the compiler to assist in the dependency management process but ultimately still require a decoder in the NVidia core final level before execution.
The idea pyrolistical mentioned is closer to explicit data graph execution: https://en.m.wikipedia.org/wiki/Explicit_data_graph_executio....
They work very well if your code can be written as a loop without branches (or very limited branches) in the body, and a lot of instruction level parallelism in the body.
Unfortunately for Intel, most code doesn't look like that. But for most workloads that happen to also be a good case for SIMD, it is (can be) great.
https://en.m.wikipedia.org/wiki/Hyperscale_computing
IE our simd implementation allows you to scale across different architectures/ CPU revisions without having to rewrite assembly for each CPU processor?
Edit: Rereading, that does not make much sense...
SIMD on the CPU is most compelling to me due to the latency characteristics. You are nanoseconds away from the control flow. If the GPU needs some updated state regarding the outside world, it takes significantly longer to propagate this information.
For most use cases, the GPU will win the trade off. But, there is a reason you don't hear much about systems like order matching engines using them.
Maximizing performance on a CPU today requires all the steps in the above article, and the article is actually very well written with regards to the 'mindset' needed to tackle a problem such as this.
It's a great article for people aiming to maximize the performance on Intel or AMD systems.
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CPUs have the memory capacity advantage and will continue to hold said advantage for the foreseeable future (despite NVidias NVLink and other techs to try to bridge the gap).
And CPU code remains far easier than learning CUDA, despite how hard these AVX intrinsics are in comparison to CUDA.
perhaps also more precisely they also have quite an advantage on anything that needs and plays nicely with caches? when I sliced my problem to maximize cache usage, I saw pretty clear scalability with cores: L1/L2 cache bandwidth is ~30GB/s, so e.g. a 32 core system starts to compete with the big consumer GPUs.
Not only because caching is complex in CPU land, but because GPU has a completely different set of caches (and registers) that depends entirely on architecture.
Case in point: GPUs often have access to 256 architectural registers aka 1024-bytes of register space. Now this depends on how much occupancy your GPU code is targeting (maybe 4-occupancy?), but there's a lot you can do with even 64-registers (aka: 4-occupancy and 256-bytes of register space), and is key to making those blazing fast FP16 matrix-multiplication kernels "for AI" everyone's so hot about right now.
For something like FP16 matrix multiply (a very cache-friendly problem), the entire SIMD (all 32-lanes) of the GPU symmetric multiprocessor work together on the problem. So we're talking about an effective 32kB of __register space__ (let alone cache or other memory in the hierarchy).
Even before FP16 matrix-multiply instructions, this absurd register space advantage is why GPUs were the king of matrix multiplication.
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GPUs are worse at larger cache sizes, say 1MB or 2MB. At 1MB+, a modern CPU core's L2 cache can hold all of that (either Intel P-core, AMD Zen5, or even Intel E-core can hold many MB in L2).
GPUs have a secret though: a crossbar at the __shared__ memory level. Rearranging memory and data across your lanes can be done through this crossbar (including many-to-one reductions for atomics, or one-to-many broadcasts in just a single clock tick). So your GPU-lanes have incredible communication available to them (and this crossbar is the key for modern ballot / voting based horizontal compute of modern GPU styles). This is only ~64kB of space and shared between all GPU-lanes but with 1024-lanes supporting communication its an important element of GPU memory.
CPU L3 cache is very nice from a latency perspective, but bandwidth wise L3 cache is on the order of GPU's GDDR6x or HBM. 500GB/s to 2000GB/s, depending on the technology.
Finally, CPU DDR5 RAM may be the slowest in this discussion, but its the biggest. 2TB+ Xeon Servers aren't even that expensive and can be assumed for any serious tech firm these days (ie: all-RAM Databases and whatnot).
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So at different sizes and different use-scenarios, GPUs and CPUs will trade places. I'd expect CPUs to win most red-and-black tree races, but GPUs will win matrix multiplication. Both take advantage of "cache" but in very different ways.
The one truly unfixable issue is round-trip latency.
Apple's neural engine shows that you can live in between those two worlds.
As you said, the trouble is the latency, the programming model is still great.
If you've got tens to hundreds of microseconds worth of workload, sure, get the GPU to do it.
But bear in mind 1000 clocks at 4GHz is 250ns, there's still a sizeable region where tight CPU/GPU integration isn't tight enough.
B-