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Joan-Manuel Parcerisa
dblp:68/6550 · also Joan Manuel Parcerisa Bundó
· DBLP profile ↗
28ranked-venue papers
4as first author
8since 2021 · last 2024
0000-0001-5771-8118ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 26 · 4 first-author · 6 since 2021Software engineering, systems software and programming languages · 2Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | LIBRA: Memory Bandwidth- and Locality-Aware Parallel Tile RenderingabstractThe increasing demand for high-quality graphics requires a significant increase in computational power of modern GPUs. The common approach to follow is augmenting the number of compute units (i.e., shader cores). However, this can result in underutilized resources if the workload is not properly balanced. This is particularly challenging in Tile-Based Rendering (TBR) GPUs, the predominant architecture in mobile GPUs, running graphics applications due to limited per-tile workload. This work proposes parallel tile rendering to efficiently in-crease the computational capabilities of TBR GPUs. This solves the problem of not having enough work to utilize the additional compute units but causes memory-intensive applications to underperform due to the increased memory pressure. To this end, we introduce LIBRA, a parallel tile rendering architecture that includes a novel locality-aware approach to schedule tiles to Raster Units to evenly distribute memory requests during the rendering of each frame. This alleviates memory congestion, therefore, reducing memory access time. LIBRA leverages frame-to-frame coherence to predict the memory pressure of each tile of a frame without penalizing the hit ratio of the cache memories. Evaluations over a wide range of commercial gaming applications show that LIBRA reduces the average memory latency by 13.5% and achieves an average speedup of 20.9%. It also provides an 11.4% improvement in throughput (frames per second) and a total GPU energy reduction of 9.2%, while adding negligible overhead. Aurora Tomás, Juan L. Aragón, Joan-Manuel Parcerisa, Antonio González 0001 |
MICRO | 3 |
| 2023 | Boustrophedonic Frames: Quasi-Optimal L2 Caching for Textures in GPUsabstractLiterature is plentiful in works exploiting cache locality for GPUs. A majority of them explore replacement or bypassing policies. In this paper, however, we surpass this exploration by fabricating a formal proof for a no-overhead quasi-optimal caching technique for caching textures in graphics workloads. Textures make up a significant part of main memory traffic in mobile GPUs, which contributes to the total GPU energy consumption. Since texture accesses use a shared L2 cache, improving the L2 texture caching efficiency would decrease main memory traffic, thus improving energy efficiency, which is crucial for mobile GPUs. Our proposal reaches quasi-optimality by exploiting the frame-to-frame reuse of textures in graphics. We do this by traversing frames in a boustrophedonic11Boustrophedon is a style of writing in which alternate lines of writing are reversed in order. This is in contrast to most modern languages, where the order of lines is the same, usually left-to-right. manner w.r.t. the frame-to-frame tile order. We first approximate the texture access trace to a circular trace and then forge a formal proof for our proposal being optimal for such traces. We also complement the proof with empirical data that demonstrates the quasi-optimality of our no-cost proposal. Diya Joseph, Juan L. Aragón, Joan-Manuel Parcerisa, Antonio González 0001 |
PACT | 3 |
| 2022 | TCOR: A Tile Cache with Optimal ReplacementabstractCache Replacement Policies are known to have an important impact on hit rates. The OPT replacement policy [27] has been formally proven as optimal for minimizing misses. Due to its need to look far ahead for future memory accesses, it is often reduced to a yardstick for measuring the efficacy of other practical caches. In this paper, we bring the OPT to life, in architectures for mobile GPUs, for which energy efficiency is of great consequence. We also mold other factors in the memory hierarchy to enhance its impact. The end results are a 13.8% decrease in the memory hierarchy energy consumption and an increased throughput in the Tiling Engine. We also observe a 5.5% decrease in the total GPU energy and a 3.7% increase in frames per second (FPS). Diya Joseph, Juan L. Aragón, Joan-Manuel Parcerisa, Antonio González 0001 |
HPCA | 3 |
| 2022 | DTexL: Decoupled Raster Pipeline for Texture LocalityabstractContemporary GPU architectures have multiple shader cores and a scheduler that distributes work (threads) among them, focusing on load balancing. These load balancing techniques favor thread distributions that are detrimental to texture memory locality for graphics applications in the L1 Texture Caches. Texture memory accesses make up the majority of the traffic to the memory hierarchy in typical low power graphics architectures. This paper focuses on improving the L1 Texture cache locality by focusing on a new workload scheduler by exploring various methods to group the threads, assign the groups to shader cores and also to reorder threads without violating the correctness of the pipeline. To overcome the resulting load imbalance, we also propose a minor modification in the GPU architecture that helps translate the improvement in cache locality to an improvement in the GPU’s performance. We propose DTexL that envelops these ideas and evaluate it over a benchmark suite of ten commercial games, to obtain a 46.8% decrease in L2 Accesses, a 19.3% increase in performance and a 6.3% decrease in total GPU energy. All this with a negligible overhead. Diya Joseph, Juan L. Aragón, Joan-Manuel Parcerisa, Antonio González 0001 |
MICRO | 3 |
| 2022 | DTM-NUCA: Dynamic Texture Mapping-NUCA for Energy-Efficient Graphics RenderingabstractModern mobile GPUs integrate an increasing number of shader cores to speedup the execution of graphics workloads. Each core integrates a private Texture Cache to apply texturing effects on objects, which is backed-up by a shared L2 cache. However, as in any other memory hierarchy, such organization produces data replication in the upper levels (i.e., the private Texture Caches) to allow for faster accesses at the expense of reducing their overall effective capacity. E.g., in a mobile GPU with four shader cores, about 84.6% of the requested texture blocks are replicated in at least one of the other private Texture Caches.This paper proposes a novel dynamically-mapped Non-Uniform Cache Architecture (NUCA) organization for the private Texture Caches of a mobile GPU aimed at increasing their effective overall capacity and decreasing the overall access latency by attacking data replication. A block missing in a local Texture Cache may be serviced by a remote one at a cost smaller than a round trip to the shared L2. The proposed Dynamic Texture Mapping-NUCA (DTM-NUCA) features a lightweight mapping table, called Affinity Table, that is independent of the L2 cache size, unlike a traditional NUCA organization. The best owner for a given set of blocks is dynamically determined and stored in the Affinity Table to maximize local accesses. The mechanism also allows for a certain amount of replication to favor local accesses where appropriate, without hurting performance due to the small capacity loss resulting from the allowed replication. DTM-NUCA is presented in two flavors. One with a centralized Affinity Table, and another with a distributed Affinity Table. Experimental results show first that the L2 pressure is effectively reduced, eliminating 41.8% of the L2 accesses on average. As for the average latency, DTM-NUCA performs a very effective job at maximizing local over remote accesses, achieving 73.8% of local accesses on average. As a consequence, our novel DTM-NUCA organization obtains an average speedup of 16.9% and overall 7.6% energy savings over a conventional organization. David Corbalán-Navarro, Juan L. Aragón, Joan-Manuel Parcerisa, Antonio González 0001 |
PDP | 3 |
| 2022 | Triangle Dropping: An Occluded-geometry Predictor for Energy-efficient Mobile GPUsabstractThis article proposes a novel micro-architecture approach for mobile GPUs aimed at early removing the occluded geometry in a scene by leveraging frame-to-frame coherence, thus reducing the overall energy consumption. Mobile GPUs commonly implement a Tile-Based Rendering (TBR) architecture that differentiates two main phases: the Geometry Pipeline , where all the geometry of a scene is processed; and the Raster Pipeline , where primitives are rendered in a framebuffer. After the Geometry Pipeline, only non-culled primitives inside the camera’s frustum are stored into the Parameter Buffer , a data structure stored in DRAM. However, among the non-culled primitives there is a significant amount that are rendered but non-visible at all , resulting in useless computations. On average, 60% of those primitives are completely occluded in our benchmarks. Despite TBR architectures use on-chip caches for the Parameter Buffer, about 46% of the DRAM traffic still comes from accesses to such buffer. The proposed Triangle Dropping technique leverages the visibility information computed along the Raster Pipeline to predict the primitives’ visibility in the next frame to early discard those that will be totally occluded, drastically reducing Parameter Buffer accesses. On average, our approach achieves overall 14.5% energy savings, 28.2% energy-delay product savings, and a speedup of 20.2%. David Corbalán-Navarro, Juan L. Aragón, Martí Anglada, Joan-Manuel Parcerisa, Antonio González 0001 |
ACM Trans. Archit. Code Optim. | 4 |
| 2022 | Dynamic sampling rate: harnessing frame coherence in graphics applications for energy-efficient GPUsabstractIn real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the screen. They are discretized by sampling each triangle at regular space intervals to generate fragments which are then added texture and lighting effects by a shader program. Realistic scenes require detailed geometric models, complex shaders, high-resolution displays and high screen refreshing rates, which all come at a great compute time and energy cost. This cost is often dominated by the fragment shader, which runs for each sampled fragment. Conventional GPUs sample the triangles once per pixel; however, there are many screen regions containing low variation that produce identical fragments and could be sampled at lower than pixel-rate with no loss in quality. Additionally, as temporal frame coherence makes consecutive frames very similar, such variations are usually maintained from frame to frame. This work proposes Dynamic Sampling Rate (DSR), a novel hardware mechanism to reduce redundancy and improve the energy efficiency in graphics applications. DSR analyzes the spatial frequencies of the scene once it has been rendered. Then, it leverages the temporal coherence in consecutive frames to decide, for each region of the screen, the lowest sampling rate to employ in the next frame that maintains image quality. We evaluate the performance of a state-of-the-art mobile GPU architecture extended with DSR for a wide variety of applications. Experimental results show that DSR is able to remove most of the redundancy inherent in the color computations at fragment granularity, which brings average speedups of 1.68x and energy savings of 40%. Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, Antonio González 0001 |
J. Supercomput. | 3 |
| 2022 | Omega-Test: A Predictive Early-Z Culling to Improve the Graphics Pipeline Energy-EfficiencyabstractThe most common task of GPUs is to render images in real time. When rendering a 3D scene, a key step is to determine which parts of every object are visible in the final image. There are different approaches to solve the visibility problem, the Z-Test being the most common. A main factor that significantly penalizes the energy efficiency of a GPU, especially in the mobile arena, is the so-called overdraw, which happens when a portion of an object is shaded and rendered but finally occluded by another object. This useless work results in a waste of energy; however, a conventional Z-Test only avoids a fraction of it. In this article we present a novel microarchitectural technique, the Omega-Test, to drastically reduce the overdraw on a Tile-Based Rendering (TBR) architecture. Graphics applications have a great degree of inter-frame coherence, which makes the output of a frame very similar to the previous one. The proposed approach leverages the frame-to-frame coherence by using the resulting information of the Z-Test for a tile (a buffer containing all the calculated pixel depths for a tile), which is discarded by nowadays GPUs, to predict the visibility of the same tile in the next frame. As a result, the Omega-Test early identifies occluded parts of the scene and avoids the rendering of non-visible surfaces eliminating costly computations and off-chip memory accesses. Our experimental evaluation shows average EDP savings in the overall GPU/Memory system of 26.4 percent and an average speedup of 16.3 percent for the evaluated benchmarks. David Corbalán-Navarro, Juan L. Aragón, Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Antonio González 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2019 | Early Visibility Resolution for Removing Ineffectual Computations in the Graphics PipelineabstractGPUs' main workload is real-time image rendering. These applications take a description of a (animated) scene and produce the corresponding image(s). An image is rendered by computing the colors of all its pixels. It is normal that multiple objects overlap at each pixel. Consequently, a significant amount of processing is devoted to objects that will not be visible in the final image, in spite of the widespread use of the Early Depth Test in modern GPUs, which attempts to discard computations related to occluded objects. Since animations are created by a sequence of similar images, visibility usually does not change much across consecutive frames. Based on this observation, we present Early Visibility Resolution (EVR), a mechanism that leverages the visibility information obtained in a frame to predict the visibility in the following one. Our proposal speculatively determines visibility much earlier in the pipeline than the Early Depth Test. We leverage this early visibility estimation to remove ineffectual computations at two different granularities: pixel-level and tile-level. Results show that such optimizations lead to 39% performance improvement and 43% energy savings for a set of commercial Android graphics applications running on stateof-the-art mobile GPUs. Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, Antonio González 0001 |
HPCA | 3 |
| 2019 | Rendering Elimination: Early Discard of Redundant Tiles in the Graphics PipelineabstractGPUs are one of the most energy-consuming components for real-time rendering applications, since a large number of fragment shading computations and memory accesses are involved. Main memory bandwidth is especially taxing battery-operated devices such as smart-phones. TileBased Rendering GPUs divide the screen space into multiple tiles that are independently rendered in on-chip buffers, thus reducing memory bandwidth and energy consumption. We have observed that, in many animated graphics workloads, a large number of screen tiles have the same color across adjacent frames. In this paper, we propose Rendering Elimination (RE), a novel micro-architectural technique that accurately determines if a tile will be identical to the same tile in the preceding frame before rasterization by means of comparing signatures. Since RE identifies redundant tiles early in the graphics pipeline, it completely avoids the computation and memory accesses of the most power consuming stages of the pipeline, which substantially reduces the execution time and the energy consumption of the GPU. For widely used Android applications, we show that RE achieves an average speedup of 1.74x and energy reduction of 43% for the GPU/Memory system, surpassing by far the benefits of Transaction Elimination, a state-of-the-art memory bandwidth reduction technique available in some commercial Tile-Based Rendering GPUs. Martí Anglada, Enrique de Lucas, Joan-Manuel Parcerisa, Juan L. Aragón, Pedro Marcuello, Antonio González 0001 |
HPCA | 3 |
| 2019 | Visibility Rendering Order: Improving Energy Efficiency on Mobile GPUs through Frame CoherenceabstractDuring real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image, thus wasting precious time and energy. To help discard occluded surfaces, most current GPUs include an Early-Depth test before the fragment processing stage. However, to be effective it requires that opaque objects are processed in a front-to-back order. Depth sorting and other occlusion culling techniques at the object level incur overheads that are only offset for applications having substantial depth and/or fragment shading complexity, which is often not the case in mobile workloads. We propose a novel architectural technique for GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware by exploiting the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence). Since order relationships are already tested by the Depth Test, VRO incurs minimal energy overheads because it just requires adding a small hardware to capture that information and use it later to guide the rendering of the following frame. Moreover, unlike other approaches, this unit works in parallel with the graphics pipeline without any performance overhead. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27 percent speed-up and 15.8 percent energy reduction on average over a state-of-the-art mobile GPU. Enrique de Lucas, Pedro Marcuello, Joan-Manuel Parcerisa, Antonio González 0001 |
IEEE Trans. Parallel Distributed Syst. | 3 |
| 2016 | An Energy-Efficient Memory Unit for Clustered MicroarchitecturesabstractWhereas clustered microarchitectures themselves have been extensively studied, the memory units for these clustered microarchitectures have received relatively little attention. This article discusses some of the inherent challenges of clustered memory units and shows how these can be overcome. Clustered memory pipelines work well with the late allocation of load/store queue entries and physically unordered queues. Yet this approach has characteristic problems such as queue overflows and allocation patterns that lead to deadlocks. We propose techniques to solve each of these problems and show that a distributed memory unit can offer significant energy savings and speedups over a centralized unit. For instance, compared to a centralized cache with a load/store queue of 64/24 entries, our four-cluster distributed memory unit with load/store queues of 16/8 entries each consumes 31 percent less energy and performs 4,7 percent better on SPECint and consumes 36 percent less energy and performs 7 percent better for SPECfp. Stefan Bieschewski, Joan-Manuel Parcerisa, Antonio González 0001 |
IEEE Trans. Computers | 2 |
| 2015 | Ultra-low power render-based collision detection for CPU/GPU systemsabstractSmartphones have become powerful computing systems able to carry out complex tasks, such as web browsing, image processing and gaming, among others. Graphics animation applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations, like those in laptops and desktops. Collision detection (CD) is one of the main algorithms used in any physics kernel. However, real-time highly accurate CD is very expensive in terms of energy consumption and this parameter is of paramount importance for mobile devices since it has a direct effect on the autonomy of the system. Enrique de Lucas, Pedro Marcuello, Joan-Manuel Parcerisa, Antonio González 0001 |
MICRO | 3 |
| 2014 | Eliminating redundant fragment shader executions on a mobile GPU via hardware memoizationabstractRedundancy is at the heart of graphical applications. In fact, generating an animation typically involves the succession of extremely similar images. In terms of rendering these images, this behavior translates into the creation of many fragment programs with the exact same input data. We have measured this fragment redundancy for a set of commercial Android applications, and found that more than 40% of the fragments used in a frame have been already computed in a prior frame. José-María Arnau, Joan-Manuel Parcerisa, Polychronis Xekalakis |
ISCA | 2 |
| 2013 | Parallel frame rendering: Trading responsiveness for energy on a mobile GPUabstractPerhaps one of the most important design aspects for smartphones and tablets is improving their energy efficiency. Unfortunately, rich media content applications typically put significant pressure to the GPU's memory subsystem. In this paper we propose a novel means of dramatically improving the energy efficiency of these devices, for this popular type of applications. The main hurdle in doing so is that GPUs require a significant amount of memory bandwidth in order to fetch all the necessary textures from memory. Although consecutive frames tend to operate on the same textures, their re-use distances are so big that to the caches fetching textures appears to be a streaming operation. Traditional designs improve the degree of multi-threading and the memory bandwidth, as a means of improving performance. In order to meet the energy efficiency standards required by the mobile market, we need a different approach. We thus propose a technique which we term Parallel Frame Rendering (PFR). Under PFR, we split the GPU into two clusters where two consecutive frames are rendered in parallel. PFR exploits the high degree of similarity between consecutive frames to save memory bandwidth by improving texture locality. Since the physics part of the rendering has to be computed sequentially for two consecutive frames, this naturally leads to an increase in the input delay latency for PFR compared with traditional systems. However we argue that this is rarely an issue, as the user interface in these devices is much slower than those of desktop systems. Moreover, we show that we can design reactive forms of PFR that allow us to bound the lag observed by the end user, thus maintaining the highest user experience when necessary. Overall we show that PFR can achieve 28% of memory bandwidth savings with only minimal loss in system responsiveness. José-María Arnau, Joan-Manuel Parcerisa, Polychronis Xekalakis |
PACT | 2 |
| 2013 | TEAPOT: a toolset for evaluating performance, power and image quality on mobile graphics systemsabstractIn this paper we present TEAPOT, a full system GPU simulator, whose goal is to allow the evaluation of the GPUs that reside in mobile phones and tablets. To this extent, it has a cycle accurate GPU model for evaluating performance, power models for the GPU, the memory subsystem and for OLED screens, and image quality metrics. Unlike prior GPU simulators, TEAPOT supports the OpenGL ES 1.1/2.0 API, so that it can simulate all commercial graphical applications available for Android systems. José-María Arnau, Joan-Manuel Parcerisa, Polychronis Xekalakis |
ICS | 2 |
| 2012 | Boosting mobile GPU performance with a decoupled access/execute fragment processorabstractSmartphones represent one of the fastest growing markets, providing significant hardware/software improvements every few months. However, supporting these capabilities reduces the operating time per battery charge. The CPU/GPU component is only left with a shrinking fraction of the power budget, since most of the energy is consumed by the screen and the antenna. In this paper, we focus on improving the energy efficiency of the GPU since graphical applications consist an important part of the existing market. Moreover, the trend towards better screens will inevitably lead to a higher demand for improved graphics rendering. We show that the main bottleneck for these applications is the texture cache and that traditional techniques for hiding memory latency (prefetching, multithreading) do not work well or come at a high energy cost. We thus propose the migration of GPU designs towards the decoupled access-execute concept. Furthermore, we significantly reduce bandwidth usage in the decoupled architecture by exploiting inter-core data sharing. Using commercial Android applications, we show that the end design can achieve 93% of the performance of a heavily multithreaded GPU while providing energy savings of 34%. José-María Arnau, Joan-Manuel Parcerisa, Polychronis Xekalakis |
ISCA | 2 |
| 2010 | Leveraging Register Windows to Reduce Physical Registers to the Bare MinimumabstractRegister window is an architectural technique that reduces memory operations required to save and restore registers across procedure calls. Its effectiveness depends on the size of the register file. Such register requirements are normally increased for out-of-order execution because it requires registers for the in-flight instructions, in addition to the architectural ones. However, a large register file has an important cost in terms of area and power and may even affect the cycle time. In this paper, we propose a software/hardware early register release technique that leverage register windows to drastically reduce the register requirements, and hence, reduce the register file cost. Contrary to the common belief that out-of-order processors with register windows would need a large physical register file, this paper shows that the physical register file size may be reduced to the bare minimum by using this novel microarchitecture. Moreover, our proposal has much lower hardware complexity than previous approaches, and requires minimal changes to a conventional register window scheme. Performance studies show that the proposed technique can reduce the number of physical registers to the number of logical registers plus one (minimum number to guarantee forward progress) and still achieve almost the same performance as an unbounded register file. Eduardo Quiñones, Joan-Manuel Parcerisa, Antonio González 0001 |
IEEE Trans. Computers | 2 |
| 2007 | Early Register Release for Out-of-Order Processors with RegisterWindows
Eduardo Quiñones, Joan-Manuel Parcerisa, Antonio González 0001 |
PACT | 2 |
| 2007 | Improving Branch Prediction and Predicated Execution in Out-of-Order ProcessorsabstractIf-conversion is a compiler technique that reduces the misprediction penalties caused by hard-to-predict branches, transforming control dependencies into data dependencies. Although it is globally beneficial, it has a negative side-effect because the removal of branches eliminates useful correlation information necessary for conventional branch predictors. The remaining branches may become harder to predict. However, in predicated ISAs with a compare-branch model, the correlation information not only resides in branches, but also in compare instructions that compute their guarding predicates. When a branch is removed, its correlation information is still available in its compare instruction. We propose a branch prediction scheme based on predicate prediction. It has three advantages: First, since the prediction is not done on a branch basis but on a predicate define basis, branch removal after if-conversion does not lose any correlation information, so accuracy is not degraded. Second, the mechanism we propose permits using the computed value of the branch predicate when available, instead of the predicted value, thus effectively achieving 100% accuracy on such early-resolved branches. Third, as shown in previous work, the selective predicate prediction is a very effective technique to implement if-conversion on out-of-order processors, since it avoids the problem of multiple register definitions and reduces the unnecessary resource consumption of nullified instructions. Hence, our approach enables a very efficient implementation of if-conversion for an out-of-order processor, with almost no additional hardware cost, because the same hardware is used to predict the predicates of if-converted code and to predict branches without accuracy degradation Eduardo Quiñones, Joan-Manuel Parcerisa, Antonio González 0001 |
HPCA | 2 |
| 2006 | Selective predicate prediction for out-of-order processorsabstractIf-conversion transforms control dependencies to data dependencies by using a predication mechanism. It is useful to eliminate hard-to-predict branches and to reduce the severe performance impact of branch mispredictions. However, the use of predicated execution in out-of-order processors has to deal with two problems: there can be multiple definitions for a single destination register at rename time, and instructions with a false predicated consume unnecessary resources. Predicting predicates is an effective approach to address both problems. However, predicting predicates that come from hard-to-predict branches is not beneficial in general, because this approach reverses the if-conversion transformation, loosing its potential benefits. In this paper we propose a new scheme that dynamically selects which predicates are worthy to be predicted, and which one are more effective in its if-converted form. We show that our approach significantly outperforms previous proposed schemes. Moreover it performs within 5% of an ideal scheme with perfect predicate prediction. Eduardo Quiñones, Joan-Manuel Parcerisa, Antonio González 0001 |
ICS | 2 |
| 2005 | Memory Bank PredictorsabstractCache memories are commonly implemented through multiple memory banks to improve bandwidth and latency. The early knowledge of the data cache bank that an instruction will access can help to improve the performance in several ways. One scenario that is likely to become increasingly important is clustered microprocessors with a distributed cache. This work presents a study of different cache bank predictors. We show that effective bank predictors can be implemented with relatively low cost. For instance, a predictor of approximately 4 Kbytes is shown to achieve an average hit rate of 78% for SPECint2000 when used to predict accesses to an 8-bank cache memory in a contemporary superscalar processor. We also show how a predictor can be used to reduce the communication latency caused by memory accesses in a clustered microarchitecture with a distributed cache design. Stefan Bieschewski, Joan-Manuel Parcerisa, Antonio González 0001 |
ICCD | 2 |
| 2005 | On-Chip Interconnects and Instruction Steering Schemes for Clustered MicroarchitecturesabstractClustering is an effective microarchitectural technique for reducing the impact of wire delays, the complexity, and the power requirements of microprocessors. In this work, we investigate the design of on-chip interconnection networks for clustered superscalar microarchitectures. This new class of interconnects has demands and characteristics different from traditional multiprocessor networks. In particular, in a clustered microarchitecture, a low intercluster communication latency is essential for high performance. We propose some point-to-point cluster interconnects and new improved instruction steering schemes. The results show that these point-to-point interconnects achieve much better performance than bus-based ones, and that the connectivity of the network together with effective steering schemes are key for high performance. We also show that these interconnects can be built with simple hardware and achieve a performance close to that of an idealized contention-free model. Joan-Manuel Parcerisa, Julio Sahuquillo, Antonio González 0001, José Duato |
IEEE Trans. Parallel Distributed Syst. | 1 |
| 2001 | Improving Latency Tolerance of Multithreading through DecouplingabstractThe increasing hardware complexity of dynamically scheduled superscalar processors may compromise the scalability of this organization to make an efficient use of future increases in transistor budget. SMT processors, designed over a superscalar core, are therefore directly concerned by this problem. The article presents and evaluates a novel processor microarchitecture which combines two paradigms: simultaneous multithreading and access/execute decoupling. Since its decoupled units issue instructions in order, this architecture is significantly less complex, in terms of critical path delays, than a centralized out-of-order design, and it is more effective for future growth in issue-width and clock speed. We investigate how both techniques complement each other. Since decoupling features an excellent memory latency hiding efficiency, the large amount of parallelism exploited by multithreading may be used to hide the latency of functional units and keep them fully utilized. The study shows that, by adding decoupling to a multithreaded architecture, fewer threads are needed to achieve maximum throughput. Therefore, in addition to the obvious hardware complexity reduction, it places lower demands on the memory system. The study also reveals that multithreading by itself exhibits little memory latency tolerance. Results suggest that most of the latency hiding effectiveness of SMT architectures comes from the dynamic scheduling. On the other hand, decoupling is very effective at hiding memory latency. An increase in the cache miss penalty from 1 to 32 cycles reduces the performance of a 4-context multithreaded decoupled processor by less than 2 percent. For the nondecoupled multithreaded processor, the loss of performance is about 23 percent. Joan-Manuel Parcerisa, Antonio González 0001 |
IEEE Trans. Computers | 1 |
| 2000 | Dynamic Cluster Assignment MechanismsabstractClustered microarchitectures are an effective approach to reducing the penalties caused by wire delays inside a chip. Current superscalar processors have in fact a two-cluster microarchitecture with a naive code partitioning approach: integer instructions are allocated to one cluster and floating-point instructions to the other. This partitioning scheme is simple and results in no communications between the two clusters (just through memory) but it is in general far from optimal because she workload is not evenly distributed most of the time. In fact, when the processor is running integer programs, the workload is extremely unbalanced since the FP cluster is not used at all. In this work we investigate run-time mechanisms that dynamically distribute the instructions of a program among these two clusters. By optimizing the trade-off between inter-cluster communication penalty and workload balance, the proposed schemes can achieve an average speed-up of 36% for the SpecInt95 benchmark suite. Ramon Canal, Joan-Manuel Parcerisa, Antonio González 0001 |
HPCA | 2 |
| 2000 | Reducing wire delay penalty through value predictionabstractIn this paper we show that value prediction can be used to avoid the penalty of long wire delays by predicting the data that is communicated through these long wires and validating the prediction locally where the value is produced. Only in the case of misprediction, the long wire delay is experienced. We apply this concept to a clustered microarchitecture in order to reduce inter-cluster communication. The predictability of values provides the dynamic instruction partitioning hardware with less constraints to optimize the trade-off between communication requirements and workload balance, which is the most critical issue of the partitioning scheme. We show that value prediction reduces the penalties caused by inter-cluster communication by 18% on average for a realistic implementation of a 4-cluster microarchitecture. Joan-Manuel Parcerisa, Antonio González 0001 |
MICRO | 1 |
| 1999 | The Synergy of Multithreading and Access/Execute DecouplingabstractThis work presents and evaluates a novel processor microarchitecture which combines two paradigms: access/execute decoupling and simultaneous multithreading. We investigate how both techniques complement each other: while decoupling features an excellent memory latency hiding efficiency, multithreading supplies the in-order issue stage with enough ILP to hide the functional unit latencies. Its partitioned layout, together with its in-order issue policy makes it potentially less complex, in terms of critical path delays, than a centralized out-of-order design, to support future growths in issue-width and clock speed. The simulations show that by adding decoupling to a multithreaded architecture, its miss latency tolerance is sharply increased and in addition, it needs fewer threads to achieve maximum throughput, especially for a large miss latency. Fewer threads result in a hardware complexity reduction and lower demands on the memory system, which becomes a critical resource for large miss latencies, since bandwidth may become a bottleneck. Joan-Manuel Parcerisa, Antonio González 0001 |
HPCA | 1 |
| 1997 | Eliminating Cache Conflict Misses through XOR-Based Placement FunctionsabstractThis paper makes the case for the use of XOR-based placement functions for cache memories. It shows that these XOR-mapping schemes can eliminate many conflict misses for direct-mapped and victim caches and practically all of them for (pseudo) two-way associative organizations. The paper evaluates the performance of XOR-mapping schemes for a number of different cache organizations: direct-mapped, set-associative, victim, hash-rehash, column-associative and skewed-associative. It also proposes novel replacement policies for some of these cache organizations. In particular, it presents a low-cost implementation of a LRU replacement policy which demonstrates a significant improvement over the pseudo-LRU replacement previously proposed. The paper shows that for a 8 Kbyte data cache, XOR-mapping schemes approximately halve the miss ratio for two-way associative and column-associative organizations. Skewed-associative caches, which already make use of XOR-mapping functions, can benefit from the LRU replacement and also from the use of more sophisticated mapping functions. For two-way associative, columnassociative and two-way skewed-associative organizations, XORmapping schemes achieve a miss ratio that is not higher than 1.10 times that of a fully-associative cache. XOR mapping schemes also provide a very significant reduction in the miss ratio for the other cache organizations, including the direct-mapped cache. Ultimately, the conclusion of this study is that XOR-based placement functions unequivocally provide highly significant performance benefits to most cache organizations. Antonio González 0001, Mateo Valero, Nigel P. Topham, Joan-Manuel Parcerisa |
International Conference on Supercomputing | 4 |