We are checking how fast is an algorithm running at the FPGA vs Normal Quad x86 computer.
Now at the x86 we run the algorithm lots of times, and take a median in order to eliminate OS overhead, also this "cleans" the curve from errors.
Thats not the problem.
The measure in the FPGA algorithm is in cycles and then take the cycles to time, with the FSMD is trivial to count cycles anyway...
We think that count cycles is too "pure" measure, and this could be done theoretically and dont need to make a real measure or running the algorithm in the real FPGA.
I want to know is there exist a paper or some idea, to do a real time measure.
If you are trying to establish that your FPGA implementation is competitive or superior, and therefore might be useful in the real world, then I encourage you to compare ** wall clock times ** on the multiprocessor vs. the FPGA implementation. That will also help ensure you do not overlook performance effects beyond the FSM + datapath (such as I/O delays).
I agree that reporting cycle counts only is not representative because the FPGA cycle time can be 10X that of off the shelf commodity microprocessors.
Now for some additional unsolicited advice. I have been to numerous FCCM conferences, and similar, and I have heard many dozens of FPGA implementation vs. CPU implementation performance comparison papers. All too often, a paper compares a custom FPGA implementation that took months, vs. a CPU+software implementation wherein the engineer just took the benchmark source code off the shelf, compiled it, and ran it in one afternoon. I do not find such presentations particularly compelling.
A fair comparison would evaluate a software implementation that uses best practices, best available libraries (e.g. Intel MKL or IPP), that used multithreading across multiple cores, that used vector SIMD (e.g. SSE, AVX, ...) instead of scalar computation, that used tools like profilers to eliminate easily fixed waste and like Vtune to understand and tune the cache+memory hierarchy. Also please be sure to report the actual amount of engineering time spent on the FPGA vs. the software implementations.
More free advice: In these energy focused times where results/joule may trump results/second, consider also reporting the energy efficiency of your implementations.
More free advice: to get most repeatable times on the "quad x86" be sure to quiesce the machine, shut down background processors, daemons, services, etc., disconnect the network.
Happy hacking!
Related
I have extracted how many flops (floating point operations) each of my algorithms are consuming,
I wonder if I implement this algorithms on FPGA or on a CPU, can predict (roughly at least) how much power is going to be consumed?
Both power estimation in either CPU or ASIC/FPGA are good for me. I am seeking something like a formula. I have this journal paper, for Intel CPUs. It gives power consumption per instruction (not only floating point operation but all those addressing, control, etc. instructions) so I need something more general to give power based on FLOPS not number of instructions of the code in a special processor.
Re CPU: It's not really possible with modern architectures. Let's assuming your program is running on bare metal (i.e. avoiding the complexities of modern OSs, other applications, interrupt processing, optimizing compilers, etc). Circuitry that isn't being used, the modern processor will operate at a reduced power level. There are also hardware power conservation states such as P (Power) and C (Sleep) states that are instruction independent and will vary your power consumption even with the same instruction sequence. Even if we assume your app is CPU-bound (meaning there are no periods long enough to allow the processor to drop into hardware power saving states), we can't predict power usage except at a gross statistical level. Instruction streams are pipelined, taken out-of-order, fused, etc. And this doesn't even include the memory hierarchy, etc.
FPGA: Oh, heck. My experience with FPGA is so old, that I really don't want to say from when. All I can say is that way back, when huge monsters roamed the earth, you could estimate power usage since you knew the circuit design, and the power consumption of on and off gates. I can't imagine that there aren't modern power conservation technologies built into modern FPGAs. Even so, what small literature I scanned implies that a lot of FPGA power technology is based upon a-priori analysis and optimization. See Design techniques for FPGA power optimization, and 40-nm FPGA Power Management and Advantages. (I just did a quick search and scan of the papers, by the way, so don't pay too much attention to my conclusion.)
How much is the performance of modern FPGA relative to CPU, absolutly in (GFlops/GIops) and what is the cost of one billion integer operations per second on the FPGA?
And in which tasks now beneficial to use FPGA?
I only found it:
http://www.hpcwire.com/hpcwire/2010-11-22/the_expanding_floating-point_performance_gap_between_fpgas_and_microprocessors.html
And an old article:
http://www.mouldy.org/fpgas-in-cryptanalysis.pdf
Disclaimer: I work for SRC Computers, a heterogeneous CPU/FPGA system manufacturer.
"It depends", of course, is the answer.
A microprocessor is a fixed set of functional units. These perform reasonably well across a broad range of applications.
An FPGA is programmed by a designer with a specific set of functional units designed solely to execute a specific application. As such, it (often) performs very well for a given application.
"How much is the performance of modern FPGA relative to CPU, absolutely in (GFlops/GIops)" becomes a meaningless question. It can be answered for the the microprocessor as it has a fixed set of floating point units. However, for an FPGA, the question evolves into 1) how large if the FPGA, 2) how many floating point units can I pack into it and still do useful work, what is the memory/support architecture around the FPGA and 4) what are the sustained system bandwidths between the FPGA, its memory and the rest of the system?
The answer to "what is the cost of one billion integer operations per second on the FPGA" is similarly addressed by the preceding paragraph.
An interesting thing to keep in mind around performance is that in an FPGA, peak performance equals sustained performance since the FPGA is dedicated to executing a given application. As long as other system parameters do not interfere, of course.
Your question "And in which tasks now beneficial to use FPGA?" is a very broad question and grows with every large FPGA device release. In extremely broad non-exclusive terms, parallel and streaming applications benefit, although the application performance is to a large extent determined by the system architecture.
I'm designing a system that will be on-line in 2016 and run on commodity 1U or 2U server boxes. I'd like to understand how parallel the software will need to be so I'd like to estimate the number of cores per physical machine. I'm not interested in more exotic hardware like video game console processors, GPUs or DSPs. I could extrapolate based on when chips where issued by Intel or AMD, but this historical information seems scarce.
Thanks.
I found the following charts from Design for Manycore Systems:
As the great computer scientist Yogi Berra said, "It's tough to make predictions, especially about the future.". Given the relative recency of multicore systems, I think you're right to be wary of extrapolations. Still, you need a number to aim for.
M. Spinelli's graphs are very valuable, and (I think) have the benefit of being based on real plans out to 2014. Other than that, if you want a simple, easly calculatable and defensible number, I'd take as a starting point the number of cores in current (say) 2U systems at your price point (high range systems -- 24-32 cores at $15k; mid-range 12-16 cores at $8k, lower-end 8-12 core at $5k). Then note that Moore's law suggests 8-16x as many transistors per unit silicon in 2016 as now, and that on current trends, these mainly go into more cores. That suggests 64-512 cores per node depending on how much you're spending on each -- and these numbers are consistent with the graphs Matt Spinelli posted above.
Cores per physical machine doesn't seem to be a particularly good metric, I think. We haven't really seen that number grow in particularly non-linear ways, and many-core hardware has been available COTS since the 90's (though it was relatively specialized at that point). If your task is really that parallel, quadrupling the number of cores shouldn't change it that much. We've always had the option of faster-but-fewer-cores, which should still be available to you in 6 years if you find that you don't scale well with the current number of cores.
If your application is really embarrassingly parallel, why are you unwilling to consider GPU solutions?
How quickly do you plan to rotate the hardware? Leave old machines till they die, or replace them proactively as they start to slow the cluster down? How many machines are we talking about? What kind of interconnect technology are you considering? For many cluster applications that is the limiting factor.
The drdobbs article above is not a bad analysis, but I think it misses the point just a tad. It's going to be a significant while before many mainstream apps can take advantage of really parallel general compute hardware (and many tasks simply can't be parallelized much), and when they do, they'll be using graphics cards and (to a less extent) soundcards as the specialized hardware they use to do it.
For most of my life, I've programmed CPUs; and although for most algorithms, the big-Oh running time remains the same on CPUs / FPGAs, the constants are quite different (for example, lots of CPU power is wasted shuffling data around; whereas for FPGAs it's often compute bound).
I would like to learn more about this -- anyone know of good books / reference papers / tutorials that deals with the issue of:
what tasks do FPGAs dominate CPUs on (in terms of pure speed)
what tasks do FPGAs dominate CPUs on (in terms of work per jule)
Note: marked community wiki
[no links, just my musings]
FPGAs are essentially interpreters for hardware!
The architecture is like dedicated ASICs, but to get rapid development, and you pay a factor of ~10 in frequency and a [don't know, at least 10?] factor in power efficiency.
So take any task where dedicated HW can massively outperform CPUs, divide by the FPGA 10/[?] factors, and you'll probably still have a winner. Typical qualities of such tasks:
Massive opportunities for fine-grained parallelism.
(Doing 4 operations at once doesn't count; 128 does.)
Opportunity for deep pipelining.
This is also a kind of parallelism, but it's hard to apply it to a
single task, so it helps if you can get many separate tasks to
work on in parallel.
(Mostly) Fixed data flow paths.
Some muxes are OK, but massive random accesses are bad, cause you
can't parallelize them. But see below about memories.
High total bandwidth to many small memories.
FPGAs have hundreds of small (O(1KB)) internal memories
(BlockRAMs in Xilinx parlance), so if you can partition you
memory usage into many independent buffers, you can enjoy a data
bandwidth that CPUs never dreamed of.
Small external bandwidth (compared to internal work).
The ideal FPGA task has small inputs and outputs but requires a
lot of internal work. This way your FPGA won't starve waiting for
I/O. (CPUs already suffer from starving, and they alleviate it
with very sophisticated (and big) caches, unmatchable in FPGAs.)
It's perfectly possible to connect a huge I/O bandwidth to an
FPGA (~1000 pins nowdays, some with high-rate SERDESes) -
but doing that requires a custom board architected for such
bandwidth; in most scenarios, your external I/O will be a
bottleneck.
Simple enough for HW (aka good SW/HW partitioning).
Many tasks consist of 90% irregular glue logic and only 10%
hard work ("kernel" in the DSP sense). If you put all that
onto an FPGA, you'll waste precious area on logic that does no
work most of the time. Ideally, you want all the muck
to be handled in SW and fully utilize the HW for the kernel.
("Soft-core" CPUs inside FPGAs are a popular way to pack lots of
slow irregular logic onto medium area, if you can't offload it to
a real CPU.)
Weird bit manipulations are a plus.
Things that don't map well onto traditional CPU instruction sets,
such as unaligned access to packed bits, hash functions, coding &
compression... However, don't overestimate the factor this gives
you - most data formats and algorithms you'll meet have already
been designed to go easy on CPU instruction sets, and CPUs keep
adding specialized instructions for multimedia.
Lots of Floating point specifically is a minus because both
CPUs and GPUs crunch them on extremely optimized dedicated silicon.
(So-called "DSP" FPGAs also have lots of dedicated mul/add units,
but AFAIK these only do integers?)
Low latency / real-time requirements are a plus.
Hardware can really shine under such demands.
EDIT: Several of these conditions — esp. fixed data flows and many separate tasks to work on — also enable bit slicing on CPUs, which somewhat levels the field.
Well the newest generation of Xilinx parts just anounced brag 4.7TMACS and general purpose logic at 600MHz. (These are basically Virtex 6s fabbed on a smaller process.)
On a beast like this if you can implement your algorithms in fixed point operations, primarily multiply, adds and subtracts, and take advantage of both Wide parallelism and Pipelined parallelism you can eat most PCs alive, in terms of both power and processing.
You can do floating on these, but there will be a performance hit. The DSP blocks contain a 25x18 bit MACC with a 48bit sum. If you can get away with oddball formats and bypass some of the floating point normalization that normally occurs you can still eek out a truck load of performance out of these. (i.e. Use the 18Bit input as strait fixed point or float with a 17 bit mantissia, instead of the normal 24 bit.) Doubles floats are going to eat alot of resources so if you need that, you probably will do better on a PC.
If your algorithms can be expressed as in terms of add and subtract operations, then the general purpose logic in these can be used to implement gazillion adders. Things like Bresenham's line/circle/yadda/yadda/yadda algorithms are VERY good fits for FPGA designs.
IF you need division... EH... it's painful, and probably going to be relatively slow unless you can implement your divides as multiplies.
If you need lots of high percision trig functions, not so much... Again it CAN be done, but it's not going to be pretty or fast. (Just like it can be done on a 6502.) If you can cope with just using a lookup table over a limited range, then your golden!
Speaking of the 6502, a 6502 demo coder could make one of these things sing. Anybody who is familiar with all the old math tricks that programmers used to use on the old school machine like that will still apply. All the tricks that modern programmer tell you "let the libary do for you" are the types of things that you need to know to implement maths on these. If yo can find a book that talks about doing 3d on a 68000 based Atari or Amiga, they will discuss alot of how to implement stuff in integer only.
ACTUALLY any algorithms that can be implemented using look up tables will be VERY well suited for FPGAs. Not only do you have blockrams distributed through out the part, but the logic cells themself can be configured as various sized LUTS and mini rams.
You can view things like fixed bit manipulations as FREE! It's simply handle by routing. Fixed shifts, or bit reversals cost nothing. Dynamic bit operations like shift by a varable amount will cost a minimal amount of logic and can be done till the cows come home!
The biggest part has 3960 multipliers! And 142,200 slices which EACH one can be an 8 bit adder. (4 6Bit Luts per slice or 8 5bit Luts per slice depending on configuration.)
Pick a gnarly SW algorithm. Our company does HW acceleration of SW algo's for a living.
We've done HW implementations of regular expression engines that will do 1000's of rule-sets in parallel at speeds up to 10Gb/sec. The target market for that is routers where anti-virus and ips/ids can run real-time as the data is streaming by without it slowing down the router.
We've done HD video encoding in HW. It used to take several hours of processing time per second of film to convert it to HD. Now we can do it almost real-time...it takes almost 2 seconds of processing to convert 1 second of film. Netflix's used our HW almost exclusively for their video on demand product.
We've even done simple stuff like RSA, 3DES, and AES encryption and decryption in HW. We've done simple zip/unzip in HW. The target market for that is for security video cameras. The government has some massive amount of video cameras generating huge streams of real-time data. They zip it down in real-time before sending it over their network, and then unzip it in real-time on the other end.
Heck, another company I worked for used to do radar receivers using FPGA's. They would sample the digitized enemy radar data directly several different antennas, and from the time delta of arrival, figure out what direction and how far away the enemy transmitter is. Heck, we could even check the unintended modulation on pulse of the signals in the FPGA's to figure out the fingerprint of specific transmitters, so we could know that this signal is coming from a specific Russian SAM site that used to be stationed at a different border, so we could track weapons movements and sales.
Try doing that in software!! :-)
For pure speed:
- Paralizable ones
- DSP, e.g. video filters
- Moving data, e.g. DMA
With all the hype around parallel computing lately, I've been thinking a lot about parallelism, number crunching, clusters, etc...
I started reading Learn You Some Erlang. As more people are learning (myself included), Erlang handles concurrency in a very impressive, elegant way.
Then the author asserts that Erlang is not ideal for number crunching. I can understand that a language like Erlang would be slower than C, but the model for concurrency seems ideally suited to things like image handling or matrix multiplication, even though the author specifically says its not.
Is it really that bad? Is there a tipping point where Erlang's strength overcomes its local speed weakness? Are/what measures are being taken to deal with speed?
To be clear: I'm not trying to start a debate; I just want to know.
It's a mistake to think of parallelism as only about raw number crunching power. Erlang is closer to the way a cluster computer works than, say, a GPU or classic supercomputer.
In modern GPUs and old-style supercomputers, performance is all about vectorized arithmetic, special-purpose calculation hardware, and low-latency communication between processing units. Because communication latency is low and each individual computing unit is very fast, the ideal usage pattern is to load the machine's RAM up with data and have it crunch it all at once. This processing might involve lots of data passing among the nodes, as happens in image processing or 3D, where there are lots of CPU-bound tasks to do to transform the data from input form to output form. This type of machine is a poor choice when you frequently have to go to a disk, network, or some other slow I/O channel for data. This idles at least one expensive, specialized processor, and probably also chokes the data processing pipeline so nothing else gets done, either.
If your program requires heavy use of slow I/O channels, a better type of machine is one with many cheap independent processors, like a cluster. You can run Erlang on a single machine, in which case you get something like a cluster within that machine, or you can easily run it on an actual hardware cluster, in which case you have a cluster of clusters. Here, communication overhead still idles processing units, but because you have many processing units running on each bit of computing hardware, Erlang can switch to one of the other processes instantaneously. If it happens that an entire machine is sitting there waiting on I/O, you still have the other nodes in the hardware cluster that can operate independently. This model only breaks down when the communication overhead is so high that every node is waiting on some other node, or for general I/O, in which case you either need faster I/O or more nodes, both of which Erlang naturally takes advantage of.
Communication and control systems are ideal applications of Erlang because each individual processing task takes little CPU and only occasionally needs to communicate with other processing nodes. Most of the time, each process is operating independently, each taking a tiny fraction of the CPU power. The most important thing here is the ability to handle many thousands of these efficiently.
The classic case where you absolutely need a classic supercomputer is weather prediction. Here, you divide the atmosphere up into cubes and do physics simulations to find out what happens in each cube, but you can't use a cluster because air moves between each cube, so each cube is constantly communicating with its 6 adjacent neighbors. (Air doesn't go through the edges or corners of a cube, being infinitely fine, so it doesn't talk to the other 20 neighboring cubes.) Run this on a cluster, whether running Erlang on it or some other system, and it instantly becomes I/O bound.
Is there a tipping point where Erlang's strength overcomes its local speed weakness?
Well, of course there is. For example, when trying to find the median of a trillion numbers :) :
http://matpalm.com/median/question.html
Just before you posted, I happened to notice this was the number 1 post on erlang.reddit.com.
Almost any language can be parallelized. In some languages it's simple, in others it's a pain in the butt, but it can be done. If you want to run a C++ program across 8000 CPU's in a grid, go ahead! You can do that. It's been done before.
Erlang doesn't do anything that's impossible in other languages. If a single CPU running an Erlang program is less efficient than the same CPU running a C++ program, then two hundred CPU's running Erlang will also be slower than two hundred CPU's running C++.
What Erlang does do is making this kind of parallelism easy to work with. It saves developer time and reduces the chance of bugs.
So I'm going to say no, there is no tipping point at which Erlang's parallelism allows it to outperform another language's numerical number-crunching strength.
Where Erlang scores is in making it easier to scale out and do so correctly. But it can still be done in other languages which are better at number-crunching, if you're willing to spend the extra development time.
And of course, let's not forget the good old point that languages don't have a speed.
A sufficiently good Erlang compiler would yield perfectly optimal code. A sufficiently bad C compiler would yield code that runs slower than anything else.
There is pressure to make Erlang execute numeric code faster. The HiPe compiler compiles to native code instead of the BEAM bytecode for example, and it probably has its most effective optimization on code on floating points where it can avoid boxing. This is very beneficial for floating point code, since it can store values directly in FPU registers.
For the majority of Erlang usage, Erlang is plenty fast as it is. They use Erlang to write always-up control systems where the most important speed measurement that matters is low latency responses. Performance under load tends to be IO-bound. These users tend to stay away from HiPe since it is not as flexible/malleable in debugging live systems.
Now that servers with 128Gb of RAM are not that uncommon, and there's no reason they'll get even more memory, some IO-bound problems might shift over to be somewhat CPU bound. That could be a driver.
You should follow HiPe for the development.
Your examples of image manipulations and matrix multiplications seem to me as very bad matches for Erlang though. Those are examples that benefit from vector/SIMD operations. Erlang is not good at parallellism (where one does the same thing to multiple values at once).
Erlang processes are MIMD, multiple instructions multiple data. Erlang does lots of branching behind pattern matching and recursive loops. That kills CPU instruction pipelining.
The best architecture for heavily parallellised problems are the GPUs. For programming GPUs in a functional language I see the best potential in using Haskell for creating programs targeting them. A GPU is basically a pure function from input data to output data. See the Lava project in Haskell for creating FPGA circuits, if it is possible to create circuits so cleanly in Haskell, it can't be harder to create program data for GPUs.
The Cell architecture is very nice for vectorizable problems as well.
I think the broader need is to point out that parallelism is not necessarily or even typically about speed.
It is about how to express algorithms or programs in which the sequence of activities is partial-ordered.