Internal:Argobots and CDT3D: Difference between revisions
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easier to avoid the costly re-partitioning of active elements at every iteration. | 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. | In fact for the previous case we had to force merging to keep similar flow of execution. | ||
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|+ % improvement of argobots vs thread implementation, ( input cube 500k complexity) | |||
! cores | |||
! 1 | |||
! 2 | |||
! 5 | |||
! 10 | |||
! 15 | |||
! 20 | |||
! 25 | |||
! 30 | |||
! 35 | |||
! 40 | |||
|- | |||
! colspan="11" | Mesh Refinement | |||
|- | |||
! MR|Time to insert vertices (seq) | |||
| 2.64 | |||
| -18.85 | |||
| 18.38 | |||
| 0.63 | |||
| -6.08 | |||
| -5.23 | |||
| -5.07 | |||
| -5.59 | |||
| 6.56 | |||
| 1.69 | |||
|- | |||
! MR|Time to create vertices | |||
| -0.24 | |||
| 15.24 | |||
| 10.48 | |||
| 13.83 | |||
| 14.21 | |||
| 8.76 | |||
| 9.68 | |||
| 13.32 | |||
| 11.03 | |||
| 11.27 | |||
|- | |||
! MR|Total time to optimize connectivity | |||
| 0.23 | |||
| 1.4 | |||
| -6.3 | |||
| -9.07 | |||
| -4.87 | |||
| -12.19 | |||
| -9.23 | |||
| -9.79 | |||
| -10.93 | |||
| -2.55 | |||
|- | |||
! MR|Time to remove small edges | |||
| -1.53 | |||
| 6.49 | |||
| -22.24 | |||
| -32.06 | |||
| -1.29 | |||
| -3.03 | |||
| -4.23 | |||
| 9.39 | |||
| -15.04 | |||
| -18.26 | |||
|- | |||
! MR|Total time to refine the mesh | |||
| 0.5 | |||
| 3.38 | |||
| -4.36 | |||
| -5.15 | |||
| 2.37 | |||
| -2.49 | |||
| 0.57 | |||
| 2.61 | |||
| 0.66 | |||
| 7.01 | |||
|- | |||
! colspan="11" | Mesh Quality Improvement | |||
|- | |||
! MI|Total time to optimize connectivity | |||
| 2.05 | |||
| 6.27 | |||
| 5.67 | |||
| 5.26 | |||
| 6.24 | |||
| 2.84 | |||
| 4.61 | |||
| 5.47 | |||
| 5.65 | |||
| 6.23 | |||
|- | |||
! MI|Time to smooth vertices | |||
| -0.65 | |||
| 1.31 | |||
| 6.69 | |||
| 7.0 | |||
| 7.19 | |||
| 7.26 | |||
| 10.39 | |||
| 8.81 | |||
| 8.61 | |||
| 13.17 | |||
|- | |||
! MI|Total time to improve the mesh | |||
| -0.32 | |||
| 2.12 | |||
| 4.78 | |||
| 4.55 | |||
| 5.07 | |||
| 3.75 | |||
| 6.05 | |||
| 4.88 | |||
| 6.0 | |||
| 8.49 | |||
|- | |||
! colspan="11" | Summary | |||
|- | |||
! Total mesh generation time | |||
| 0.12 | |||
| 2.85 | |||
| -0.01 | |||
| -0.6 | |||
| 3.54 | |||
| 0.3 | |||
| 2.69 | |||
| 3.57 | |||
| 2.7 | |||
| 6.69 | |||
|} | |||
|} | |||
=== Argobots + naive bucket rebalancing in mesh refinement === | === Argobots + naive bucket rebalancing in mesh refinement === | ||
Revision as of 14:18, 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
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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.
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Argobots + naive bucket rebalancing in mesh refinement
For this method at evey iteration buckets with size > 2*max_allowed are split in half
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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.