GPU Work Group Coalescing to Reduce Initialization Overhead

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Solution Overview

Problem

In general-purpose computing on graphics processing units (GPGPU), the overhead associated with loading and initializing work groups and work items is significant due to varying hardware capabilities, making it impractical for developers to predict optimal parameters for efficient execution.

Innovation Solution

Techniques for coalescing multiple work items into a single work item and combining multiple work groups into a single work group at runtime, using compiler and driver interactions to generate optimized executable code that matches the performance characteristics of the hardware, thereby reducing overhead.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If multiple work items are processed separately in individual work groups, then each work item can be initialized independently, but the overhead of loading metadata and initializing each work group increases significantly

Engineering Contradiction:
ImproveGPU execution efficiencyVSAvoidoverhead of loading metadata and initialization
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent combines multiple work items into a single work group, allowing them to share common metadata and initialization resources. This merging reduces the total number of initialization operations required, directly addressing the overhead problem while maintaining parallel processing efficiency through work item coalescing within the unified work group

Inventive Principle:
Principle #5Merging (Combining)

2Loss of time

If work group size is increased to reduce the number of work groups, then initialization overhead is reduced, but the ability to run work groups in parallel across multiple cores is limited

Engineering Contradiction:
Improveinitialization overheadVSAvoidparallel execution capability
Core Design Contradiction:
Loss of timeVSProductivity

Solution Approach 1:

The patent segments the large work group into multiple work items that can be coalesced and executed in parallel across GPU cores. By organizing work items within a unified work group structure, the system achieves both reduced initialization overhead (through shared metadata) and maintained parallel execution (through work item coalescing), resolving the contradiction between work group size and parallel capability

Inventive Principle:
Principle #1Segmentation

3Productivity

If developers tune work group parameters for optimal performance, then execution efficiency can be maximized for specific hardware, but it becomes impractical when hardware capabilities vary at runtime

Engineering Contradiction:
Improveexecution efficiencyVSAvoidadaptability to varying hardware capabilities
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic work item coalescing that adapts to runtime hardware capabilities. The system can dynamically determine the optimal number of work items to coalesce based on available GPU resources and hardware characteristics, allowing the same code to efficiently adapt to different hardware platforms without requiring developer retuning

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP3137993B1Combining compute tasks for a graphics processing unit
Publication Date: 2020.06.17 APPLE INC
  • EP3137993B1 patent drawingFigure 1~2
  • EP3137993B1 patent drawingFigure 3~4
  • EP3137993B1 patent drawingFigure 5

AI summary

Methods, systems and devices are disclosed to examine developer supplied graphics code and attributes at run-time. The graphics code designed for execution on a graphics processing unit (GPU) utilizing a coding language such as OpenCL or OpenGL which provides for run-time analysis by a driver, code generator, and compiler. Developer supplied code and attributes can be analyzed and altered based on the execution capabilities and performance criteria of a GPU on which the code is about to be executed. In general, reducing the number of developer defined work items or work groups can reduce the initialization cost of the GPU with respect to the work to be performed and result in an overall optimization of the machine code. Manipulation code can be added to adjust the supplied code in a manner similar to unrolling a loop to improve execution performance.