Managing the processor's registers is a main stage in generating high-performance code, occurring after target-specific instructions are selected. While register allocation is a primary compiler optimization, modern CPUs, GPUs, and accelerators feature wide vector units (SIMD) and specialized matrix multiplication units. These units introduce considerable complexity to traditional scalar register allocation. Effectively utilizing these large, often specialized, register files is essential for achieving the full throughput of these units.
Vector and matrix operations, common in ML workloads, operate on large amounts of data simultaneously. The hardware reflects this with correspondingly large register files:
mma instructions in PTX).Classical graph-coloring register allocators (based on Chaitin's or Briggs' algorithms) form the basis of many compilers. They build an interference graph where nodes represent live ranges and edges connect interfering ranges, then attempt to color the graph using a number of colors equal to the available physical registers. However, applying these directly to large vector/matrix register files encounters issues:
To address these challenges, compilers employ more sophisticated techniques tailored for vector and matrix registers:
Rematerialization: Instead of spilling and reloading a value, especially constants or values easily derived from others (e.g., generating a vector of zeros), the allocator can opt to recompute (rematerialize) it later. This avoids costly memory traffic for values that are cheap to regenerate. Compilers identify instructions whose results can be rematerialized and weigh the cost of recomputation against the cost of spilling/reloading.
Live Range Splitting and Register Packing: When a vector register holds multiple independent smaller values, or when a value is only live in a subset of the vector lanes, the allocator might split the live range. This allows different parts of the original live range to be allocated to different physical registers or spilled independently. Conversely, if multiple small, non-interfering values fit within a single vector register, they can be packed together, reducing overall register demand.
Optimized Spill Code: When spilling is unavoidable, the allocator must generate efficient spill code.
Register Tiling: This technique closely ties register allocation to loop tiling optimizations (discussed in Chapter 4). Inner loops are structured such that the working set for a tile of computation (e.g., a sub-block of a matrix multiplication) fits within the available vector/matrix registers. For GEMM (C+=A∗B), this often means keeping a tile of the C matrix (Csub) in registers (often accumulators) and streaming blocks of A and B through other registers. The allocator's goal is to minimize reloading of the Csub tile between iterations.
Handling Matrix Accumulators: Allocators targeting matrix units need specific strategies. Partial sums accumulated within these units are extremely valuable and costly to spill. The allocator must prioritize keeping these partial sums resident, often by carefully scheduling the outer loops that iterate over matrix tiles. The specific instructions (e.g., PTX mma, HLSL wave matrix intrinsics) often dictate how operands and accumulators map to the register file.
Phase Ordering Considerations: The classic dilemma of whether to perform register allocation before or after instruction scheduling is exacerbated with vector/matrix units. Early allocation constrains the scheduler, while late allocation might force more spills if the schedule creates high register pressure. Modern compilers often use iterative approaches or integrated scheduling and allocation phases, especially for performance-critical loops.
On GPUs, register allocation has a direct, significant impact on occupancy. Occupancy refers to the number of active warps (groups of threads) that can reside concurrently on a Streaming Multiprocessor (SM). Each SM has a large physical register file, but it's shared among all threads running on that SM.
Compilers must navigate this trade-off. Aggressively allocating registers might enable better instruction-level parallelism within a thread but reduce thread-level parallelism (occupancy). Conversely, minimizing register usage increases occupancy but might lead to performance loss from spills or reduced unrolling. GPU compilers often use heuristics, profile data, or allow programmer hints (like __launch_bounds__ in CUDA) to guide this balance.
Relationship between the number of registers allocated per thread and the maximum number of warps that can run concurrently on an SM, assuming registers are the limiting factor.
Consider a simplified inner loop for matrix multiplication (Cij+=Aik×Bkj), where we aim to keep a 4×4 tile of C in registers. This requires 16 accumulator registers (scalar or vector, depending on the target). To compute this tile, we might need to load, say, 4 vector registers for a panel of A and 4 vector registers for a panel of B in each iteration of the innermost (k) loop.
Effectively managing vector and matrix registers demands more than just applying standard allocation algorithms. It requires deep knowledge of the target architecture's capabilities and constraints, careful interaction with instruction scheduling and loop optimization phases, and sophisticated strategies for minimizing the high cost associated with spilling wide vector or specialized matrix data. The choices made here are critical for bridging the gap between optimized IR and high-performance machine code on modern heterogeneous hardware.
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