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by noxa 1581 days ago
RE cooperative matrix: they have functional units (AMX/ANE) that could hopefully be exposed in MSL via something shaped like cooperative matrix and I'm pretty sure it'd be fantastic. Everything today is locked behind CoreML and Accelerate and those are poor targets for modern compiler-based approaches :( On the Vulkan side there's been rumblings of a vendor-agnostic extension for cooperative matrix and support from major vendors - at which point I'm hoping that leads to Apple wanting to show off their own HW features.

RE MoltenVK: we were surprised how robust it is nowadays - we're definitely going to build out our own Metal backend for our abstraction layer but wanted to see what we could hit with the zero-code option and it's proven very useful for that! A MoltenVK build is on the order of ~12MB (last I looked) while the entire IREE runtime is 50-100KB so it's a hard pill to swallow, all other issues (security/memory consumption/startup time/etc) notwithstanding :)

AFAIK the memoryless storage is only for textures and mostly useful in render passes - Vulkan has this via VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT. In a way what we do in our compiler is fuse dispatches such that they never hit memory at all so it hasn't been something we've needed yet. For heavy compute workloads more control over virtual memory would be useful, though, ala https://developer.nvidia.com/blog/introducing-low-level-gpu-... - some of the biggest performance hurdles when it comes to highly dynamic ML is around memory management (being able to zero-copy resize buffers when data-dependent shapes change would be killer).

// IREE dev

1 comments

Great, thanks. That answers my questions. I'll read up on the lazily allocated bit; I wasn't aware that this provided similar functionality as dispatchThreadsPerTile[1], but perhaps it's something I'm misunderstanding. I'm excited about that as a way to stitch 2D graphics rendering operations together without having to hit main memory, but from your explanation I can see that functionality might not be very useful in AI workloads.

Amen on more control over dynamic memory access patterns. It's something I'm struggling with too, and I have a feeling that whatever solution I come up with is going to be a compromise.

Keep up the good work, these are exciting times!

[1]: https://developer.apple.com/documentation/metal/mtlrendercom...

Oh nice, I hadn't seen dispatchThreadsPerTile! I don't believe that's possible today in Vulkan :(

Our goal (though still WIP) is to have the interaction between user applications and our compiled code happen at the command buffer boundary - you would submit some work, pass in a VkSemaphore/MTLSharedEvent/cuEvent/futex/etc, we would use that when submitting our own work, and then we'd pass you back a VkSemaphore/etc you can continue chaining with. So one level of granularity coarser than mid-pass interleaving but still hopefully all pipelined properly with no host/device synchronization required. There will be programs that this doesn't work well with (heavily data-dependent stuff) but at least making it work turns it into an optimization problem vs today's representation problem!

The approach we're exploring for such integration is having the host pass a VkCommandBuffer/MTLCommandBuffer to the guest, which then records its dispatches onto that (the guest also having a VkDevice/MTLDevice handle for resource creation). This has a downside of requiring a single CPU thread at the integration point (and also not exploiting async compute on GPUs that legitimately run more than one compute queue in parallel), but on the other hand it avoids cross command buffer synchronization overhead (which I haven't measured, but if it's like GPU-to-CPU latency, it'd be very much worth avoiding).

Going direct to Metal, instead of through MoltenVK, would seem very appealing to me. Metal is pretty easy, and the idea of having an extremely light runtime that Just Works could be really nice for the user experience.

If you're planning to open-source the runtime, I'd be happy to chat about my experience building piet-gpu-hal. I haven't actually tried running any machine learning workloads on it, but I think it could be adapted for that without too much pain.

Exactly the kind of things we've been talking about! A fun and challenging tradeoff space and it's always great to connect with others!

Ahh linebender - I hadn't connected the name with your github account - piet-gpu is great, as is your blog! Also, for anyone skimming the comments this talk is fantastic and I share it with anyone new to the GPGPU space: https://www.youtube.com/watch?v=DZRn_jNZjbw

We waffled a bit with the API granularity in the beginning and it's taken building out most of the rest of the project in order to nail it down (the big refactor still pending). The biggest issue is that in simple models we'll end up emitting a single command buffer but anything with control flow (that we can't predicate), data dependencies (sparsity, thresholding, etc), or CPU work in the middle (IO, custom user code, etc) can break that up. We also hit cases where we need to flush work - such as if we run out of usable memory and need to defragment or resize our pools. We want to be able to (but aren't yet) reuse command buffers (CUDA graphs, etc) and that requires being able to both cache them and recreate them on demand (if we resize a pool we have to invalidate all cached command buffers using those resources, as update-after-bind is not universally available and if shapes change there's big ripples). Since most models beyond simple vision ones are ~thousands of dispatches it also lets us better integrate into multithreaded applications like you mention as apps can record commands for themselves in parallel without synchronization. It still would be nice to have certain operations inlined, though, and for that we want to allow custom hooks that we call into to add commands to the command buffers, turning things inside-out to make small amounts of work like image transformations in-between model layers possible (I'm really hoping we can avoid modeling the entire graphics pipeline in the compiler and this would be a way around that :). We haven't yet started on scheduling across queues but that's also very interesting especially in multi-GPU cases (with x4/x8 GPUs being common in datacenters, or NUMA CPU clusters that can be scheduled similarly).

We're fully open source (https://github.com/google/iree) but have been operating quietly while we get the groundwork in place - it's taken some time but now we're finally starting to stumble into success on certain problem categories (like transformers as in the post). Right now it's mostly just organized as a systems/compiler nerd honeypot for people looking for an ML/number crunching framework that (purposefully) doesn't look like any of the existing ones :)

Would love to chat more - even if just to commiserate over GPU APIs and such - everyone is welcome on the discord where a bunch of us nerds have gathered or we could grab virtual coffee (realized just now that this hn acct is ancient - I'm benvanik@google.com :)