Internal:Argobots and CDT3D: Difference between revisions
| Line 9: | Line 9: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ % improvement of argobots vs thread implementation | |+ % improvement of argobots vs thread implementation, ( input delta wing 500k complexity) | ||
! cores | ! cores | ||
! 1 | ! 1 | ||
Revision as of 13:25, 30 September 2019
Objective
Replace native/system threads with Argobots tasklets. Goal offload load balancing and thread manipulation to Argobots and ultimately to PREMA
Preliminary Data
Overall
Argobots
| cores | 1 | 2 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 |
|---|---|---|---|---|---|---|---|---|---|---|
| Mesh Refinement | ||||||||||
| Time to insert vertices | 1.76 | 6.87 | 4.47 | 0.97 | 2.58 | -0.76 | -6.42 | -9.59 | 6.46 | 11.49 |
| Time to create vertices | 1.1 | 18.34 | 21.33 | 20.25 | 20.68 | 13.6 | 15.71 | 19.87 | 20.63 | 21.1 |
| Total time to optimize connectivity | -0.7 | 1.83 | 0.83 | 1.69 | 2.49 | 0.55 | 0.3 | -1.02 | -3.14 | -2.01 |
| Time to remove small edges | -2.98 | 9.56 | -42.45 | -12.48 | -40.41 | 10.64 | -65.03 | 4.82 | -18.08 | 0.69 |
| Total time to refine the mesh | -0.68 | 3.46 | -1.82 | 1.82 | 0.37 | 3.78 | -2.95 | 2.47 | 0.61 | 3.82 |
| Mesh Quality Improvement | ||||||||||
| Total time to optimize connectivity | 0.85 | 3.02 | 3.81 | 4.11 | 2.36 | 2.63 | 1.24 | 2.65 | 2.94 | 3.8 |
| Time to smooth vertices | -1.13 | 2.2 | 9.22 | 7.81 | 7.88 | 7.32 | 7.19 | 8.21 | 9.32 | 16.09 |
| Total time to improve the mesh | -1.32 | 1.17 | 5.7 | 5.05 | 4.45 | 3.9 | 3.33 | 4.79 | 5.51 | 9.3 |
| Summary | ||||||||||
| Total mesh generation time | -1.04 | 2.13 | 3.05 | 3.61 | 2.68 | 3.07 | 0.58 | 3.47 | 2.37 | 6.01 |
Argobots + avoid repartitioning in mesh refinement
The changes introduced in the code due to argobots inttegration made easier to avoid the costly re-partitioning of active elements at every iteration. In fact for the previous case we had to force merging to keep similar flow of execution.
| cores | 1 | 2 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 |
|---|---|---|---|---|---|---|---|---|---|---|
| Mesh Refinement | ||||||||||
| Time to insert vertices | 2.79 | 5.76 | -1.63 | 0.97 | -1.39 | 3.04 | 1.25 | -6.65 | -8.0 | -5.46 |
| Time to create vertices | 0.25 | 15.88 | 13.34 | 19.48 | 20.68 | 16.14 | 20.0 | 21.47 | 20.63 | 15.19 |
| Total time to optimize connectivity | -0.51 | -0.33 | -1.78 | -4.87 | -2.22 | -4.08 | -7.8 | -5.63 | -7.05 | -6.62 |
| Time to remove small edges | -2.95 | 3.18 | -13.54 | 8.88 | -62.65 | -29.65 | -18.7 | 6.13 | -39.48 | -45.08 |
| Total time to refine the mesh | -0.36 | 1.37 | -0.47 | 1.49 | -3.23 | -0.14 | -0.72 | 3.22 | -1.08 | -0.24 |
| Mesh Quality Improvement | ||||||||||
| Total time to optimize connectivity | 1.2 | 2.64 | 4.24 | 4.37 | 1.27 | 0.65 | 2.61 | 2.75 | 3.5 | 3.54 |
| Time to smooth vertices | -1.21 | 2.23 | 8.26 | 7.76 | 7.71 | 7.26 | 8.24 | 8.82 | 8.9 | 15.47 |
| Total time to improve the mesh | -1.18 | 1.09 | 5.31 | 4.81 | 3.69 | 3.11 | 4.42 | 5.26 | 5.73 | 8.93 |
| Summary | ||||||||||
| Total mesh generation time | -0.82 | 1.32 | 3.24 | 3.39 | 0.91 | 1.12 | 1.99 | 3.58 | 2.48 | 3.63 |
Argobots + naive bucket rebalancing in mesh refinement
For this method at evey iteration buckets with size > 2*max_allowed are split in half
| cores | 1 | 2 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 |
|---|---|---|---|---|---|---|---|---|---|---|
| Mesh Refinement | ||||||||||
| Time to insert vertices (seq) | 2.38 | 6.32 | 1.12 | 0.58 | -0.4 | 4.28 | 4.7 | -0.88 | 4.73 | 5.65 |
| Time to create vertices | 0.09 | 17.77 | 19.57 | 18.17 | 20.08 | 16.39 | 19.29 | 20.35 | 18.69 | 12.62 |
| Time to optimize connectivity | 0.09 | -1.35 | -1.11 | -2.33 | -3.63 | -5.44 | -6.01 | -4.94 | -5.64 | -6.5 |
| Time to remove small edges | -2.72 | 8.01 | -41.21 | -29.26 | -14.11 | -16.03 | -21.31 | -27.97 | -23.25 | -16.41 |
| Total time to refine mesh | 0.15 | 1.05 | -2.36 | -1.21 | 0.71 | 0.10 | 0.51 | 0.94 | 2.09 | 2.92 |
| Mesh Quality Improvement | ||||||||||
| Time to optimize connectivity | 0.06 | 2.46 | 3.05 | 3.13 | 0.89 | 1.39 | 1.95 | 2.97 | 2.34 | 3.63 |
| Time to smooth vertices | -0.96 | 0.94 | 7.84 | 7.48 | 7.70 | 7.31 | 7.92 | 7.96 | 8.48 | 15.51 |
| Total time to improve mesh | -1.56 | 0.31 | 4.59 | 4.37 | 3.39 | 3.44 | 4.27 | 4.52 | 4.87 | 8.81 |
| Summary | ||||||||||
| Total mesh generation time | -0.88 | 0.75 | 2.12 | 2.36 | 2.29 | 1.70 | 2.66 | 2.51 | 3.10 | 5.42 |
| Number of Vertices | 0.03 | -0.11 | -0.001 | 0.03 | 0.07 | 0.05 | 0.1 | 0.06 | 0.12 | 0.1 |
| Number of Tetrahedra | 0.03 | -0.12 | -0.003 | 0.04 | 0.08 | 0.06 | 0.11 | 0.07 | 0.12 | 0.12 |
Notes
- Evaluated using (threads_time - argobots_time)/threads_time *100, same for counters
Updated : --Christos Tsolakis 12:27, 30 September 2019 (EDT)
Smoothing
- 5 iterations of smoothing are applied for all cases
- case is delta wing 500k target complexity from scitech paper
| cores | 40 | 20 | 10 | 5 | 1 | |
|---|---|---|---|---|---|---|
| OpenMP static | chunck 1 | 13.07 | 23.02 | 45.42 | 75.93 | 319.32 |
| chunck 10 | 17.38 | 30.62 | 58.37 | 119.682 | 530.316 | |
| OpenMP dynamic | chunck 1 | 5.18 | 9.46 | 20.7 | 46.42 | 318.22 |
| chunck 10 | 8.41 | 14.53 | 30.41 | 62.54 | 318.82 | |
| OpenMP guided | chunck 1 | 15.32 | 28.54 | 56.36 | 111.56 | 526.962 |
| chunck 10 | 10.22 | 17.22 | 33.80 | 67.62 | 318.394 | |
| Argobots | chuck 1 | 10 | 18 | 35 | 71 | 330 |
| chunk 10 | 10.15 | 17.34 | 34.37 | 69.57 | 322 |
| cores | 40 | 20 | 10 | 5 | 1 | |
|---|---|---|---|---|---|---|
| OpenMP static | chunck 1 | 0.26 | 0.12 | 0.05 | 0.03 | 0 |
| chunck 10 | 1.52 | 1.62 | 1.52 | 1.05 | 0 | |
| OpenMP dynamic | chunck 1 | 61.8 | 59.1 | 51.45 | 42.4 | 0 |
| chunck 10 | 21.31 | 22.64 | 17.54 | 12.95 | 0 | |
| OpenMP guided | chunck 1 | 0.30 | 0.14 | 0.07 | 0.03 | 0 |
| chunck 10 | 0.31 | 0.14 | 0.06 | 0.03 | 0 | |
| Argobots | chuck 1 | 1.9 | 1.6 | 1.5 | 1.2 | 0 |
| chunk 10 | 0.50 | 0.30 | 0.15 | 0.09 | 0 |
Edge Collapse
- Collapse is performed in 3 places, afterreconstruction, after surface refinement, after volume refienement
| cores | 40 | 20 | 10 | 5 | 1 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Argobots | 0.1 | 0.15 | 0.95 | 0.13 | 0.2 | 1.58 | 0.24 | 0.25 | 3.98 | 0.48 | 0.48 | 5.73 | 2.06 | 2.08 | 27.09 |
| OpenMP (guided,scheduling) | 0.07 | 0.11 | 1.13 | 0.13 | 0.15 | 2.68 | 0.25 | 0.39 | 4.06 | 0.49 | 0.5 | 6.64 | 1.96 | 2.03 | 26.26 |
Common Interface
Implemented an abstract interface for creating tasks
/**
* @brief launch tasks using the abt_wrapper and wait until they all finish
* For this version of the function the user_function must expect a pointer
* to one of the elemnts of the provided task_vector
*
* @param user_task_args vector of tasks
* @param user_func the user function to be executed, type should be void func(void*),
* where argument is ptr to an item in user_task_args
* @param nthreads number of threads to use
* @param chuck size of the "unit of work"
*/
template<typename FunctionType, typename UserTaskArgs>
inline void task_for(std::vector<UserTaskArgs>& user_task_args, FunctionType user_func,int nthreads, size_t chuck = 10)
// second version that allows for an extra field of common arguments to be shared among tasks
template<typename FunctionType, typename UserTaskArgs, typename UserCommonArgs>
inline void task_for(std::vector<UserTaskArgs>& user_task_args, FunctionType user_func, UserCommonArgs& user_common_args, int nthreads, size_t chuck = 10)
- Two level task creation
- Create 2*nthreads (level-0) tasks that statically divide the iteration space into user tasks. This allows for multithreaded task creation and better initial load balancing.
- Each level0 task will create level-1 tasks that will execute chunck times user_func
- abstracts 138 (with documentation) loc to 1.
- 11 occurences in the current code ( 2019.09.27)
TODO
- remove void typecasting
- Variadic template
Important Findings
- For operations applied on neighboring entities (vertices,tetrahedra) a bigger chunk size in OpenMP plays a very important role in the chance of rollbacks. This is because a small chunk is associated with different cores and thus increases the propability of roolback.
- In Argobots.PREMA because we launch the tasks in two stages, many chuncks are grouped together and thus this chance is lower.
--Christos Tsolakis 18:11, 12 September 2019 (EDT)
Implementation Notes
- Local reconnection and vertex creation (and other tasks directly related to them) operate on a single bucket.
- Edge collapse and vertex smoothing tasks operate of every vertex.
- Important refactoring is that even sequential operations like vertex insertion was modified to operate on buckets ( one at a time) this eases the transition, provides a common approach and prepares for the future parallelization of the operation.
- Future Work
- The speculative approach introduces rollbacks , find a way to resolve them in the middleware level
Pre-Implementation Notes
- There are Blocking and non-blocking tasks.
- Both can wait for their children
- Blocking can wait(yield) on Argobbots specific mutexes, locks etc
- There is a task create and join capability
- Thread id is can be acquired within in the task ( we need it in CDT3D in order to know in which memory pool to allocate ith no syncronization)
- Preferably we would like many tasks created in a tree-like fashion so that task initialization cost can be distributed
- In create_vertices we could use blockable tasks (spinlocks can be replaced with ABT spinlocks) also atomic locks can become atomic "read locks"
- remember to tweak stack size to the size required by predicates.
- Candidates for porting:
- (Vertex-based) smoothing (easy)
- OpenMP based
- Edge collapse (easy)
- OpenMP based
- vertex creation (modetate)
- custom bucket based load balancer
- parallel reconnection (moderate)
- custom bucket based load balancer
- (Vertex-based) smoothing (easy)
--Christos Tsolakis 19:49, 5 September 2019 (EDT)
Previous Discussions
Ideas
Try first at element granularity :
Refactor Local Reconnection loop so that a function of type
for every element t :
attempt_flip(t)
attempt_flip will be a tasklet in the Arbobots nomenclature (ie the lightest work units, that run to executing and offer no blocking)
Bonus present it in a power-aware fashion
Advantages
- Offload load balancing from CDT3D to PREMA.
- Allow take advantage from PREMA's future plans on memory locality awareness on DSM systems.
- Ability to "boost" a CDT3D instance if more than on of them are running on the same PREMA process.
- Reason: If we have more that one CDT3D instance a shared task pool will provide access to more parallelism when one of the CDT3D instances runs a section of the code sequencially or with small number of threads.
- Example: Two CDT3D instances (A &B) with 8 threads sharing a task pool. If A runs a sequential part of the code, B can use up to 17 threads to run its parallel parts. ( Caveat: Starvation may appear see solution below using groups.)
- Indirect contribution to PDR.
Details
- Bucket-level granularity since element-level would to too fine.
- Should be have constant size of buckets or constant number of buckets(current implementation):
- TODO Gather data on time per bucket (Histogram)
- TODO Use histogram distribution to create mini benchmark/test application for PREMA.
- Constant size of bucket will allow for CDT3D to come closer to PODM ie cavity level parallelism.
- Should be have constant size of buckets or constant number of buckets(current implementation):
- As a first attempt we can try to replace
push to thread pooltopush to arbobots poolthis should have no runtime overhead. (Use example code from Polykarpos). - Keep buckets alive.
- Replace Mesh Partitioning with bucket rebalancing in parallel.
- Bucket rebalancing task may launch additional tasks. there is no need of synchonization between rebalancing and mesh operation.
- Task crearion and distribution will be done recursively.
- Update global inactive tertahedra pointer carefully.(CAS, one per bucket)
- Thread-id will be replaced by stream id.
- Thread-id is used (a) to write to a memory pool that no other thread is writing. (b) To tag locked vertices
- Ultimately we would like to recast all parallel parts of CDT3D into parallel executrion modes with a unique interface, having thus only one part of the code, interfacing with Argobots. Moreover, a proper refactoring will allow thread-based implementation to co-exist as a fallback option when CDT3D is compiled without Argobots.
- Thread groups is also a interesting and usefull idea towards building this integration.
- Problem WITHOUT groups : If we have two CDT3D instances ( A & B) running on the same PREMA process, a unique task-pool will be offered by PREMA. This means that tasks (with varying size) from either instance A or B will be pushed into the task-pool. Due to the non-deterministict nature of the task-scheduling there is a possibbility that one CDT3D instance will starve because few of its tasks are waiting into the task-pool while the other one consumes all the available threads.
- Solution: Divide requested number of threads of the two CDT3D instances into two groups. Use hierachical work stealing to give priority first to local tasks and then to remote.