[llvm-dev] [RFC] Vector Predication
Jacob Lifshay via llvm-dev
llvm-dev at lists.llvm.org
Fri Feb 1 03:45:34 PST 2019
On Fri, Feb 1, 2019 at 2:59 AM Bruce Hoult <brucehoult at sifive.com> wrote:
> On Fri, Feb 1, 2019 at 2:09 AM Jacob Lifshay <programmerjake at gmail.com>
> wrote:
> > Neat! I did not know that about the V extension. So this sounds as
> though the V extension would like support for <VL x <4 x float>>-style
> vectors as well.
>
> Yes. In general, support for <VL x <M x iN>> where M is in {2,4,8} and
> N could be as small as 1 though support for smaller than i8 is
> optional. (no distinction is drawn between int and float in the vector
> configuration -- that's up to the operations performed)
>
> > We are currently thinking of defining the extension in terms of a 16-bit
> prefix that changes standard 32-bit instructions into vectorized 48-bit
> instructions, allowing most future or current standard/non-standard
> extensions to be vectorized, rather than having to wait for additional
> extensions to have vector versions added to the V extension (one reason we
> are not using the V extension instead), such as the B extension.
>
> Do you mean instructions following the standard 48-bit encoding
> scheme, that happen to contain a standard 32 bit instruction as a
> payload?
>
Yes. We reuse the 2 LSB bits from the 32-bit instruction (since they are
constant) to allow for more prefix bits. An example prefix scheme (that
took the complexity waaay too far, we're working on that):
https://salsa.debian.org/Kazan-team/kazan/blob/0c5abb5d35b03c52a21a54d4002f76bcec6c5d1d/docs/Prefix%20Proposal.md
>
> >Having a prefix rather than, or in addition to, a layout configuration
> register allows intermixing vector operations on different group/element
> sizes without having to constantly change the vector configuration every
> few instructions.
>
> No real difference. The standard RISC-V Vector extension is intended
> to allow exactly those changes to the vector configuration every few
> instructions. It's mostly the microcontroller people coming from
> DSP/SIMD who want to do that, so it's up to them to make that
> efficient on their cores -- they might even do macro-op fusion on it.
>
Yeah, that works, but you need a larger instruction fetch bandwidth.
> Big OoO/Supercomputer style code compiled from C/FORTRAN in general
> doesn't want to do that kind of thing.
>
We're aiming for SIMT-style code (Vulkan Shaders) converted into
variable-length vector operations, so it's different than either
microcontroller or supercomputer styles.
Before vectorization, short vectors are used to represent:
- colors (RGBA)
- positions (XYZ)
- geometric vectors (XYZ)
- transformation matrices (4x4 or 4x3/3x4)
- positions in homogeneous coordinates (XYZW)
- and more.
The short vectors are used more as a grouping mechanism (like a struct or
class) rather than just a method of improving performance.
One problem with the V extension in this use case is that 3-element vectors
(pre-vectorization) are quite common, so if there were a mechanism to
natively support them, we could pack them tightly in registers and ALUs,
preventing a 25% performance loss.
An example:
http://lists.libre-riscv.org/pipermail/libre-riscv-dev/2019-January/000433.html
Relevant section reproduced for convenience:
struct VertexIn
{
vec3 position;
vec3 normal;
vec4 color; // rgba
};
struct VertexOut
{
vec4 position; // xyzw
vec4 color;
};
VertexIn vertexes_in[];
VertexOut vertexes_out[];
vec3 light_dir;
float ambient, diffuse;
for(int i = 0; i < 1000; i++)
{
// calculate vertex colors using
// lambert's cos model and fixed ambient brightness
vec3 n = vertexes_in[i].normal;
vec3 l = light_dir;
float dot = n.x * l.x + n.y * l.y + n.z * l.z;
float brightness = max(dot, 0.0) * diffuse + ambient;
vec4 c = vertexes_in[i].color;
c.rgb *= brightness;
vertexes_out[i].color = c;
// orthographic projection
vertexes_out[i].position = vec4(vertexes_in[i].position, 1.0);
}
vectorization produces:
for(int i = 0;;)
{
VL = setvl(1000 - i);
vec3xVL n = load3xVL_strided(&vertexes_in[i].normal, sizeof(VertexIn));
vec3 l = light_dir;
vecVL dot = n.x * l.x + n.y * l.y + n.z * l.z;
vecVL brightness = max(dot, 0.0) * diffuse + ambient;
vec4xVL c = load4xVL_strided(&vertexes_in[i].color, sizeof(VertexIn));
vec3xVL c_rgb = c.rgb;
c_rgb *= brightness;
c.rgb = c_rgb;
store4xVL_strided(&vertexes_out[i].color, c, sizeof(VertexOut));
vec4xVL p = 1.0;
p.xyz = load3xVL_strided(&vertexes_in[i].position, sizeof(VertexIn));
store4xVL_strided(&vertexes_out[i].position, p, sizeof(VertexOut));
i += VL;
}
Jacob Lifshay
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