What is "expensive" vs "inexpensive" memory? - memory

I've been reading that accessing data from lower components in the memory hierarchy is slower but less expensive. For example, fetching data from registers is fast but expensive. Could someone explain what 'expensive' means here? Is it literally the dollar cost of components? If so, I don't understand why faster components would be more expensive. I read this answer (Memory Hierarchy - Why are registers expensive?) and it talks about how accessing data in registers requires additional data paths that aren't required by lower memory components, but I didn't understand from any of the examples why those data paths would be required when fetching from registers, but not from something like main memory.
So to summarize, my two questions are:
1) What does 'expensive' mean in this context?
2) Why are faster areas of memory like registers more expensive?
Thanks!

1) What does 'expensive' mean in this context?
Expensive has the usual meaning ($). For integrated circuit, price depends on circuit size and is directly related to the number and size of transistors. It happens that and "expensive" memory requires more area on an integrated circuit.
Actually, there are several technologies used to implement a memorizing device.
Registers that are used in processor. They are realized with some kind of logic devices called latches, and their main quality is to be fast, in order to allow two reads/one write per cycle. To that purpose, transistors are dimensioned to improve driving. It depends on the actual design, but typically a bit of memory requires ~10 transistors in a register.
Static memory (SRAM) is designed as a matrix of simplified flip-flops, with 2 inverters per cell and only requires 6 transistors per memorized bit. More, static memory is a memory and to improve the number of bits per unit area, transistors are designed to be smaller than for registers. SRAM are used in cache memory.
Dynamic memory (DRAM) uses only a unique transistor as a capacitance for memorization. The transistor is either charged or discharged to represent a 1 or 0. Though extremely economic, this technique cannot be very fast, especially when a large number of cells is concerned as in present DRAM chips. To improve capacity (number of bits on a given area), transistors are rendered as small as possible, and a complex analog circuitry is used to detect small voltage variations to speed up cell content reading. More reads destroys the cell content and requires a write. Last, there are leaks in the capacitance and data must be periodically rewritten to insure data integrity. Put altogether, it makes a DRAM a slow device, with an access time of 100-200 processor cycles, but they can provide extremely cheap physical memory.
2) Why are faster areas of memory like registers more expensive?
Processor rely on a memory hierarchy and different level of the hierarchy have specific constraints. To make a cheap memory, you need small transistors to reduce the size required to memorize a bit. But for electrical reasons, a small transistor is a poor generator that cannot provide enough current to drive rapidly its output. So, while the underlying technology is similar, design choices are different in different part of the memory hierarchy.

What does 'expensive' mean in this context?
More and larger transistors (more silicon per bit), more power to runs those transistors
Why are faster areas of memory like registers more expensive?
All memory is made as cheap as it can be for the needed speed -- there's no reason to make it more expensive if it doesn't need to be, or slower if it doesn't need to be. So it becomes a tradeoff and finding "sweet spots" in the design space -- make a particular type of circuit as fast and cheap as possible, while a different circuit is also tuned to be as fast and cheap as possible. If one design is both slower and more expensive, then there's no reason to ever use it. Its only when one design is faster while the other is cheaper, does it make sense to use both in different parts of the system.

Related

Are there any problems for which SIMD outperforms Cray-style vectors?

CPUs intended to provide high-performance number crunching, end up with some kind of vector instruction set. There are basically two kinds:
SIMD. This is conceptually straightforward, e.g. instead of just having a set of 64-bit registers and operations thereon, you have a second set of 128-bit registers and you can operate on a short vector of two 64-bit values at the same time. It becomes complicated in the implementation because you also want to have the option of operating on four 32-bit values, and then a new CPU generation provides 256-bit vectors which requires a whole new set of instructions etc.
The older Cray-style vector instructions, where the vectors start off large e.g. 4096 bits, but the number of elements operated on simultaneously is transparent, and the number of elements you want to use in a given operation is an instruction parameter. The idea is that you bite off a little more complexity upfront, in order to avoid creeping complexity later.
It has been argued that option 2 is better, and the arguments seem to make sense, e.g. https://www.sigarch.org/simd-instructions-considered-harmful/
At least at first glance, it looks like option 2 can do everything option 1 can, more easily and generally better.
Are there any workloads where the reverse is true? Where SIMD instructions can do things Cray-style vectors cannot, or can do something faster or with less code?
The "traditional" vector approaches (Cray, CDC/ETA, NEC, etc) arose in an era (~1976 to ~1992) with limited transistor budgets and commercially available low-latency SRAM main memories. In this technology regime, processors did not have the transistor budget to implement the full scoreboarding and interlocking for out-of-order operations that is currently available to allow pipelining of multi-cycle floating-point operations. Instead, a vector instruction set was created. Vector arithmetic instructions guaranteed that successive operations within the vector were independent and could be pipelined. It was relatively easy to extend the hardware to allow multiple vector operations in parallel, since the dependency checking only needed to be done "per vector" instead of "per element".
The Cray ISA was RISC-like in that data was loaded from memory into vector registers, arithmetic was performed register-to-register, then results were stored from vector registers back to memory. The maximum vector length was initially 64 elements, later 128 elements.
The CDC/ETA systems used a "memory-to-memory" architecture, with arithmetic instructions specifying memory locations for all inputs and outputs, along with a vector length of 1 to 65535 elements.
None of the "traditional" vector machines used data caches for vector operations, so performance was limited by the rate at which data could be loaded from memory. The SRAM main memories were a major fraction of the cost of the systems. In the early 1990's SRAM cost/bit was only about 2x that of DRAM, but DRAM prices dropped so rapidly that by 2002 SRAM price/MiB was 75x that of DRAM -- no longer even remotely acceptable.
The SRAM memories of the traditional machines were word-addressable (64-bit words) and were very heavily banked to allow nearly full speed for linear, strided (as long as powers of two were avoided), and random accesses. This led to a programming style that made extensive use of non-unit-stride memory access patterns. These access patterns cause performance problems on cached machines, and over time developers using cached systems quit using them -- so codes were less able to exploit this capability of the vector systems.
As codes were being re-written to use cached systems, it slowly became clear that caches work quite well for the majority of the applications that had been running on the vector machines. Re-use of cached data decreased the amount of memory bandwidth required, so applications ran much better on the microprocessor-based systems than expected from the main memory bandwidth ratios.
By the late 1990's, the market for traditional vector machines was nearly gone, with workloads transitioned primarily to shared-memory machines using RISC processors and multi-level cache hierarchies. A few government-subsidized vector systems were developed (especially in Japan), but these had little impact on high performance computing, and none on computing in general.
The story is not over -- after many not-very-successful tries (by several vendors) at getting vectors and caches to work well together, NEC has developed a very interesting system (NEC SX-Aurora Tsubasa) that combines a multicore vector register processor design with DRAM (HBM) main memory, and an effective shared cache. I especially like the ability to generate over 300 GB/s of memory bandwidth using a single thread of execution -- this is 10x-25x the bandwidth available with a single thread with AMD or Intel processors.
So the answer is that the low cost of microprocessors with cached memory drove vector machines out of the marketplace even before SIMD was included. SIMD had clear advantages for certain specialized operations, and has become more general over time -- albeit with diminishing benefits as the SIMD width is increased. The vector approach is not dead in an architectural sense (e.g., the NEC Vector Engine), but its advantages are generally considered to be overwhelmed by the disadvantages of software incompatibility with the dominant architectural model.
Cray-style vectors are great for pure-vertical problems, the kind of problem that some people think SIMD is limited to. They make your code forward compatible with future CPUs with wider vectors.
I've never worked with Cray-style vectors, so I don't know how much scope there might be for getting them to do horizontal shuffles.
If you don't limit things to Cray specifically, modern instruction-sets like ARM SVE and RISC-V extension V also give you forward-compatible code with variable vector width, and are clearly designed to avoid that problem of short-fixed-vector SIMD ISAs like AVX2 and AVX-512, and ARM NEON.
I think they have some shuffling capability. Definitely masking, but I'm not familiar enough with them to know if they can do stuff like left-pack (AVX2 what is the most efficient way to pack left based on a mask?) or prefix-sum (parallel prefix (cumulative) sum with SSE).
And then there are problems where you're working with a small fixed amount of data at a time, but more than fits in an integer register. For example How to convert a binary integer number to a hex string? although that's still basically doing the same stuff to every element after some initial broadcasting.
But other stuff like Most insanely fastest way to convert 9 char digits into an int or unsigned int where a one-off custom shuffle and horizontal pairwise multiply can get just the right work done with a few single-uop instructions is something that requires tight integration between SIMD and integer parts of the core (as on x86 CPUs) for maximum performance. Using the SIMD part for what it's good at, then getting the low two 32-bit elements of a vector into an integer register for the rest of the work. Part of the Cray model is (I think) a looser coupling to the CPU pipeline; that would defeat use-cases like that. Although some 32-bit ARM CPUs with NEON have the same loose coupling where mov from vector to integer is slow.
Parsing text in general, and atoi, is one use-case where short vectors with shuffle capabilities are effective. e.g. https://www.phoronix.com/scan.php?page=article&item=simdjson-avx-512&num=1 - 25% to 40% speedup from AVX-512 with simdjson 2.0 for parsing JSON, over the already-fast performance of AVX2 SIMD. (See How to implement atoi using SIMD? for a Q&A about using SIMD for JSON back in 2016).
Many of those tricks depend on x86-specific pmovmskb eax, xmm0 for getting an integer bitmap of a vector compare result. You can test if it's all zero or all-1 (cmp eax, 0xffff) to stay in the main loop of a memcmp or memchr loop for example. And if not then bsf eax,eax to find the position of the first difference, possibly after a not.
Having vector width limited to a number of elements that can fit in an integer register is key to this, although you could imagine an instruction-set with compare-into-mask with scalable width mask registers. (Perhaps ARM SVE is already like that? I'm not sure.)

Is there any way to calculate DRAM access latency (cycles) from data size?

I need to calculate DRAM access latency using given data size to be transfered between DRAM-SRAM
The data is seperated to "load size" and "store size" and "number of iteration of load and store" is given.
I think the features I need to consider are many like first DRAM access latency, transfer one word latency, address load latency etc..
Is there some popular equation to get this by given information?
Thank you in advance.
Your question has many parts, I think I can help better if I knew the ultimate goal? If it's simply to measure access latency:
If you are using an x86 processor maybe the Intel Memory Latency Checker will help
Intel® Memory Latency Checker (Intel® MLC) is a tool used to measure memory latencies and b/w, and how they change with increasing load on the system. It also provides several options for more fine-grained investigation where b/w and latencies from a specific set of cores to caches or memory can be measured as well.
If not x86, I think the Gem5 Simulator has what you are looking for, here is the main page but more specifically, for your needs, I think this config for Gem5 will be the most helpful.
Now regarding a popular equation, the best I could find is this Carnegie Melon paper that goes over my head: https://users.ece.cmu.edu/~omutlu/pub/chargecache_low-latency-dram_hpca16.pdf However, it looks like your main "features" as you put it revolve around cores and memory channels. The equation from the paper:
Storagebits = C ∗MC ∗Entries∗(EntrySizebits +LRUbits)
Is used to create a cache that will ultimately (the goal of ChargeCache) reduce access latency in DRAM. I'm sure this isn't the equation you are looking for but just a piece of the puzzle. The LRUbits relate to the cache this mechanism (in the memory controller, no DRAM modification necessary) creates.
EntrySizebits is determined by this equation EntrySizebits = log2(R)+log2(B)+log2(Ro)+1 and
R, B, and Ro are the number of ranks, banks, and rows in DRAM, respectively
I was surprised to learn highly charged rows (recently accessed) will have a significantly lower access latency.
If this goes over your head as well, maybe this 2007 paper by Ulrich Drepper titled What Every Programmer Should Know About Memory will help you find the elements you need for your equation. I'm still working through this paper myself, and there is some dated references but those depend on what cpu you're working with. Hope this helps, I look forward to being corrected on any of this, as I'm new to the topic.

What to look for in optimizing already heavily optimized embeded C++ code in term of memory?

What to look for to optimize heavily optimized embedded DSP code in terms of memory that is outside of the obvious?
I need to reduce the memory by at least 10 percent.
In DSP applications, the requirements for precision and/or quantization of data types and saved intermediate data can often be analysed. If the minimum requirements are not multiples of 256 or 8-bits, it might be possible to reformat and pack the data type elements in non-byte-aligned structures or arrays to save data memory. Of course, this comes with the trade-off of a higher computational cost and code footprint accessing said data, which may or may not be significant in your application.

Good memory use habits when accessing integer values in NVIDIA CUDA

I am completely new to CUDA programming and I want to make sure I understand some basic memory related principles, as I was a little confused with some of my thoughts.
I am working on simulation, using billions of one time use random numbers in range of 0 to 50.
After cuRand fill a huge array with random 0.0 to 1.0 floats, I run a kernel that convert all this float data to desired integer range. From what I learned I had a feeling that storing 5 these values on one unsigned int by using just 6 bits is better because of very low bandwidth of global memory. So I did it.
Now I have to store somewhere around 20000 read-only yes/no values, that will be accessed randomly with let's say the same probability based on random values going to the simulation.
First I thought about shared memory. Using one bit looked great until I realized that the more information in one bank, the more collisions there will be. So the solution seems to be use of unsigned short (2Byte->40KB total) to represent one yes/no information, using maximum of available memory and so minimizing probabilities of reading the same bank by different threads.
Another thought came from using constant memory and L1 cache. Here, from what I learned, the approach would be exactly opposite from shared memory. Reading the same location by more threads is now desirable, so putting 32 values on one 4B bank is now optimal.
So based on overall probabilities I should decide between shared memory and cache, with shared location probably being better as with so many yes/no values and just tens or hundreds of threads per block there will not be many bank collisions.
But am I right with my general understanding of the problem? Are the processors really that fast compared to memory that optimizing memory accesses is crucial and thoughts about extra instructions when extracting data by operations like <<, >>, |=, &= is not important?
Sorry for a wall of text, there is million of ways I can make the simulation work, but just a few ways of making it the right way. I just don't want to repeat some stupid mistake again and again only because I understand something badly.
The first two optimization priorities for any CUDA programmer are:
Launch enough threads (i.e. expose enough parallelism) that the machine has sufficient work to be able to hide latency
Make efficient use of memory.
The second item above will have various guidelines based on the types of GPU memory you are using, such as:
Strive for coalesced access to global memory
Take advantage of caches and shared memory to optimize the reuse of data
For shared memory, strive for non-bank-conflicted access
For constant memory, strive for uniform access (all threads within a warp read from the same location, in a given access cycle)
Consider use of texture caching and other special GPU features.
Your question is focused on memory:
Are the processors really that fast compared to memory that optimizing memory accesses is crucial and thoughts about extra instructions when extracting data by operations like <<, >>, |=, &= is not important?
Optimizing memory access is usually quite important to have a code that runs fast on a GPU. Most of the above recommendations/guidelines I gave are not focused on the idea that you should pack multiple data items per int (or some other word quantity), however it's not out of the question to do so for a memory-bound code. Many programs on the GPU end up being memory-bound (i.e. their usage of memory is ultimately the performance limiter, not their usage of the compute resources on the GPU).
An example of a domain where developers are looking at packing multiple data items per word quantity is in the Deep Learning space, specifically with convolutional neural networks on GPUs. Developers have found, in some cases, that they can make their training codes run faster by:
store the data set as packed half (16-bit float) quantities in GPU memory
load the data set in packed form
unpack (and convert) each packed set of 2 half quantities to 2 float quantities
perform computations on the float quantities
convert the float results to half and pack them
store the packed quantities
repeat the process for the next training cycle
(See this answer for some additional background on the half datatype.)
The point is, that efficient use of memory is a high priority for making codes run fast on GPUs, and this may include using packed quantities in some cases.
Whether or not it's sensible for your case is probably something you would have to benchmark and compare to determine the effect on your code.
Some other comments reading your question:
Here, from what I learned, the approach would be exactly opposite from shared memory.
In some ways, the use of shared memory and constant memory are "opposite" from an access-pattern standpoint. Efficient use of constant memory involves uniform access as already stated. In the case of uniform access, shared memory should also perform pretty well, because it has a broadcast feature. You are right to be concerned about bank-conflicts in shared memory, but shared memory on newer GPUs have a broadcast feature that negates the bank-conflict issue when the accesses are taking place from the same actual location as opposed to just the same bank. These nuances are covered in many other questions about shared memory on SO so I'll not go into it further here.
Since you are packing 5 integer quantities (0..50) into a single int, you might also consider (maybe you are doing this already) having each thread perform the computations for 5 quantities. This would eliminate the need to share that data across multiple threads, or have multiple threads read the same location. If you're not doing this already, there may be some efficiencies in having each thread perform the computation for multiple data points.
If you wanted to consider switching to storing 4 packed quantities (per int) instead of 5, there might be some opportunities to use the SIMD instrinsics, depending on what exactly you are doing with those packed quantities.

Is it practical to include an adaptive or optimizing memory strategy into a library?

I have a library that does I/O. There are a couple of external knobs for tuning the sizes of the memory buffers used internally. When I ran some tests I found that the sizes of the buffers can affect performance significantly.
But the optimum size seems to depend on a bunch of things - the available memory on the PC, the the size of the files being processed (varies from very small to huge), the number of files, the speed of the output stream relative to the input stream, and I'm not sure what else.
Does it make sense to build an adaptive memory strategy into the library? or is it better to just punt on that, and let the users of the library figure out what to use?
Has anyone done something like this - and how hard is it? Did it work?
Given different buffer sizes, I suppose the library could track the time it takes for various operations, and then it could make some decisions about which size was optimal. I could imagine having the library rotate through various buffer sizes in the initial I/O rounds... and then it eventually would do the calculations and adjust the buffer size in future rounds depending on the outcomes. But then, how often to re-check? How often to adjust?
The adaptive approach is sometimes referred to as "autonomic", using the analogy of a Human's autonomic nervous system: you don't conciously control your heart rate and respiration, your autonomic nervous system does that.
You can read about some of this here, and here (apologies for the plugs, but I wanted to show that the concept is being taken seriously, and is manifesting in real products.)
My experience of using products that try to do this is that they do acually work, but can make me unhappy: that's because there is a tendency for them to take a "Father knows best" approach. You make some (you believe) small change to your app, or the environment and something unexecpected happens. You don't know why, and you don't know if it's good. So my rule for autonomy is:
Tell me what you are doing and why
Now sometimes the underlying math is quite complex - consider that some autonomic systems are trending and hence making predictive changes (number of requests of this type growing, let's provision more of resource X) so the mathematical models are non-trivial. Hence simple explanations are not always available. However some level of feedback to the watching humans can be reassuring.

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